#🏃┃animation

1 messages · Page 60 of 1

cold sand
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Thanks

grim bluff
hybrid tinsel
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Moving the legs would probably help.

grim bluff
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i mean they are just not well

hybrid tinsel
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He looks like he is trying to fit in at the Roxbury

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You're using bones, or the legs are rigid?

grim bluff
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just keyframes and moving the parts

hybrid tinsel
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So those will be some very stiff legs if they can't bend at the knee

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Also the knees are backwards in the animation, makes him look twisted around

grim bluff
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ok

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could i bend the legs as is or would i need to split them

hybrid tinsel
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Not the BEST example but you can kinda see how I did it(though this is a 'drunk walk' so you probably want to make it a bit smoother 😄 )

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If you rig them with bones, you can just bend them. Otherwise you'd need to split them up.

grim bluff
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ox

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ok*

grim bluff
lean bobcat
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I can't my jump animation working. Could anyone please help me? This is the reddit for more information:

grim bluff
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can i see thee code your using to play the animation

lean bobcat
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Do I copy paste it in the chat?

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Sorry, Im really new

grim bluff
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put it in a pastebin

lean bobcat
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Im using Brackeys Character Controller

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Shouls I send that too?

grim bluff
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no

lean bobcat
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ok

grim bluff
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have your animator window open when testing see if it plays a progress bar on the jump animation when space is pressed

lean bobcat
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yeah it does but only for a split second

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then goes back to idle

grim bluff
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i think you are changing the bool instantly instead of waiting for the animation to play out

lean bobcat
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How do i fix that?

grim bluff
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hmm

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is the animation set up to not loop?

lean bobcat
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Should I just send a screenshot

grim bluff
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yea

lean bobcat
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ok

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Its identical to Brackeys

grim bluff
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hmm

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im not sure

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im new to animation also im not really sure. sorry i couldn't help

lean bobcat
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Thank you anyway

thorny light
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@jade dew so i tested it out nce i got things set up. it was 1st person not 3rd like in the video but i thought it wouldnt matter the result was the animations seemed to override the IK and move seperately of the gun and the goal i was going for (being able to move the right hand away from the gun while everything animates) wasnt reached... im new to using unity as well as setting up first person animations in an engine..so im not sure where im going wrong here

jade dew
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personally, i havent used the animation rigging package yet (though im very interested, I will use it sometime)

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but the hand

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goes where you want it to rn ?

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the hand does stay on the gun how you want it to right

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so if u wanna play another animation you need to disable the IK

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smoothly disable it, if you want a smooth transition

thorny light
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yeah that ws my guess but it didnt work out that way. the gun remained static while the left hand played the animations seperately from the gun i'll have to try again at setting it up

fallow venture
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Are you supposed to make 3D model animations in a third party application(like Blender), or can you make them in Unity itself?

spring wyvern
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@fallow venture u can make animations in Blender or Unity whichever u choose

fallow venture
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Ok

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Which do you think is better/prefer

spring wyvern
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i dont really have a preference. only problem I encountered with using Blender is that I have to reset animations that I want to loop

fallow venture
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ok

jade dew
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anyone who's worked in 3d?

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i'd like to know how u do your jump animations

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i have a state machine running pretty ok, but id like to know how the animations themselves are

hybrid tinsel
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@grim bluff not sure why you can't; how did you try doing it?

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@lean bobcat is the onlanding being called while you're still on the ground, cancelling the animation?

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@jade dew Mine are pretty simple, but I work in 2d

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I split it into a 'jumping' a 'fall/hover' and a 'landing'

jade dew
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yes that's the basic layout i see true

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however in the context of fluid movement in 3d i think there's a general guideline for the animations that need to be there

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like the jump animation should look nice easing from the run

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so im just wondering abt the look of the animations in general for fluidity? if that makes sense

grim bluff
hybrid tinsel
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give him a red army uniform and pretend he's Cossack dancing?

grim bluff
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better than thee Roxbury

hybrid tinsel
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Unless you made two of him with a lady between them

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But yeah, let's see...

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What you need is to have discernable foot movements.

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When someone walks, they lift one foot with a bent knee while the other foot is extended behind them. Then that foot comes down on the ground as the foot behind is lifted and then the hips move forward to catch up and the trailing leg moves forward.

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Then you repeat the movement with the feet reversed.

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The hips tend to stay either somewhat centered between the feet or a bit forward of the center.

grim bluff
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i added a knee to the leg how should i add the foot? splitting the txtur again or would distorting thee bottom work

hybrid tinsel
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Depends. I usually have the foot at part of the leg unless there are visible segments or overlapping bits

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Or if I need to swap foot sprites

grim bluff
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ill try distortion and see how that looks

hybrid tinsel
potent imp
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hey

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i made animation in dragonbones can't i just use that via improting?

hybrid tinsel
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I haven't used dragonbones so I don't know

potent imp
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figured out

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if anyone needs it follow same steps

deft egret
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Good afternoon, can someone tell me why an object gets turned off on play with a PlayableDirector/Timeline on it?

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I can't seem to find it myself with Google, that'll give me results on 'how to deactivate objects', but for me it 'starts' deactivated/disabled.

hybrid tinsel
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Do you have an empty activation track assigned to that object?

deft egret
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Nope, just one animation track. With a tiny animation, that only rotates the object.

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If I disable the Animator and PlayableDirector, the object these components are on is still disabled in 'play-in-editor'

broken flare
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Can someone help me with an animation problem I'm having in unity 3d? I'm using animations form mixamo, but I'm getting some weird rotations. If anyone can help DM me.

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or you can just write here

cedar ruin
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@broken flare you still didn't describe your problem.

broken flare
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I am adding a roll animation on to my game in unity 3d. When I add the animation into the controller and activate the bool in my script, the animation plays how I want it to except this happens

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I have no idea how to fix this, nobody answering me over on unity answers, so this is my last resort. If anyone can help me out. That would be great

cedar ruin
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@broken flare are you modifying the objects rotation in a script or something?

broken flare
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nope

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just setting my bool Roll to true when I press E and then deactivating it once the animation finishes

cedar ruin
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can you post the inspector screenshot of the animation?

broken flare
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sure

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give me a sec

cedar ruin
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the import settings of the animation

broken flare
cedar ruin
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@broken flare in the import settings(the last screenshot), can you open(drag up) the preview window and see if the same thing happens there?

broken flare
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I'm not sure I understand

delicate dune
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Is there any way to record an animation while the game is running?

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I want to create a camera animation, without going through the process of creating every single key frame.

cedar ruin
broken flare
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is it the one set to none?

cedar ruin
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no, in my screenshot it's the grey window below "Spore"

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in your case it's probably probably hidden(you can see the tab "Mixamo.com")

broken flare
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oh yes

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yeah ok I see it now

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I'll drag it up then

cedar ruin
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if you play the animation there, is it also weird?

broken flare
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It's not letting me drag it up. I see the sursor change and everything but It won't drag up

cedar ruin
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@delicate dune there's api for that. Look it up on docs.

delicate dune
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Ok thanks

broken flare
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ok I found it

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no the animation is fine

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exactly what I downloaded

cedar ruin
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hmm

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what if you select the Take 001?

broken flare
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do I have to lock some sort of rotation along the y?

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lemme se

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see

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take 001 is just a t pose

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it doesn't move

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no animation under it

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wait a minute

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I fixed it

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I baked some sort of pose or smth

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and it works

cedar ruin
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Oh

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nice

broken flare
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I clicked loop time and root transform position and applied them and now it works

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not sure why

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but I'll take it

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thanks anyway!

hybrid tinsel
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@broken flare My guess is the problem was that you had root motion applied and the root bone was doing something unity didn't expect. So that'd be why baking the root transform would stop that.

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It can be pretty unintitive

cedar ruin
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@hybrid tinsel is that a core feature of the gameplay 😄

broken flare
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lmao

twin musk
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Hey, is there a way to convert PSA animations to FBX?

hybrid tinsel
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@cedar ruin The most core.

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I actually really like making dangly cloth, and I think I'm improving at it.

jade dew
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PhD in dangly cloth

hybrid tinsel
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...also I'm messing with that while I try to figure out how to rig the wings and legs

hybrid tinsel
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@twin musk Each object has an Animator script. You can create an animation controller and assign it to multiple objects, or you can create a different controller for each one.

echo kindle
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Hey folks, I'm having an issue that I'm finding difficult to communicate. It's essentially the animator not lining up with code, and being a frame out. Am I allowed to post a small clip in here to show what I mean?

hybrid tinsel
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Sure

echo kindle
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As you can see, the first wall hit the animator comes in early for a frame with the animation before I flip player, on second too. On third it does it fine. I'm having this issue on several different animations all with exit time/transition 0.

hybrid tinsel
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I, er, actually can't see the problem

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Assuming all that slowdown is deliberate

echo kindle
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yes haha to try and help see as it is a very quick frame

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I'm having a terrible time trying to explain it. The third jump is exactly how I need it. The character flips in code and animator changes to wall pose at same time. The first jump the character is already in the wall pose before the flip. It's seemingly random and really jarring during gameplay. It happens on multiple different animations.

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Just wondered if anyone had experienced anything similar....

hybrid tinsel
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I have, actually, if I understand you correctly.

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When are you handling it in your code? Late update?

echo kindle
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Both the flip and animation setting is in update currently

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is it better elsewhere?

jade dew
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@echo kindle using an animator right?

echo kindle
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yes

jade dew
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smth u can do is slow ur game down

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and follow the animator

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like look at the transitions occurring

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to figure out

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and what kind of parameters do u have

echo kindle
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I've slowed it down by going frame by frame in premiere pro and matching when bools trigger etc. There's times when they trigger correctly and times when they trigger a frame off

jade dew
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hmm, first place to look is the triggering code

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it all checks out?

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and the other thing I'd check are the transitions

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since u want these instant, no exit time, no blending right

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all that checks out?

echo kindle
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yh everything is zero on exit times/transitions

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I have the setbools in update

jade dew
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ur character moves thru rigidbody?

echo kindle
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yes

jade dew
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possibly might be it

echo kindle
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setbools to fixedupdate?

jade dew
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u can try all position related things in physics update

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but u can check for input in update

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so like store the input in a member field in update, in fixed update read that and apply the parameters in fixed update

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btw

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not just setting them

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the checks for flipping and position whatnot

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use rigidbody.position if u are using the position

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worth a shot if the movement and animation seem out of sync

echo kindle
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I have my movement input in update and any velocity I apply like running or wallsliding I have are currently in fixedupdate. I'll try bringing the setbools to fixed too

jade dew
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yes, try it perhaps

echo kindle
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hmm same result. worth a shot!

jade dew
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ok so one more thing

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how are you deciding the flip

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raycast, collision resolve?

echo kindle
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I'm using physics2d.overlapcircle

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but im not rotating as such, just flipping the sprite via Flip.x

jade dew
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btw u mentioned ur flipping: that's by using the animator mirror parameter functionality yes?

echo kindle
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on a child object that holds all the visual stuff

jade dew
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ohh this flip

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can u try moving it to fixed update as well perhaps

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unsure but hey worth a try

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the only other thing that comes to mind is the

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overlap circle is inconsistent

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so maybe it's the collision not triggering at the right time

echo kindle
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the wallslide flip is inside a wallslide method which is already in fixed. I did try pulling out into update too, but no dice

jade dew
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shiz

echo kindle
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what would be a better method than overlap, just regular raycast?

jade dew
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i personally might use a box for that kind of character and environment

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aligns better right

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but im out of ideas as to why the anims don't sync... could be a lot of factors here. sorry bud you're gonna have to dig around yourself

echo kindle
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yeah no worries! thankyou for throwing some pointers.

dusty fable
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mmmm I think this is the best place to ask honestly

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HELLO!

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Currently Im having problems with textures

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In blender they look ok but in unity they look like

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They look like Im a missing texture prop in half life

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let me get some pictures going

deft egret
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So, does anyone know why I can't seem to create a new timeline and have that be enabled once I hit play?

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For some reason it turns itself off, even without any tracks in it.

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Currently I'm using a scipt to forcefully turn it on, but that's got a 'delay' on start which is super annoying.

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And I mean that it turns the gameobject it is a component of off.

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Even if Play On Awake is turned on.

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I have to use a Coroutine to turn it on forcefully, it won't even enable itself on Awake/Start/OnDisable.

hybrid tinsel
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weird. Does it still happen in a new scene? is it just that one object?

grim bluff
hybrid tinsel
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Is he moving away from the camera due to root motion, @grim bluff ?

dusty fable
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@hybrid tinsel no idea :P

deft egret
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Also happens in a new scene 😦

light glade
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Are there any 2D bone animation softwares that'll let me swap limbs like hand poses

hybrid tinsel
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@light glade Unity lets you do that

light glade
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Rip me

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Uhhh

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How?

hybrid tinsel
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You can just animate the texture of the sprite on the animation timeline. You can also jave the different variants as separate objects and toggle them on and off.

hybrid tinsel
light glade
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Shmexy

twin musk
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She moves her head like one of those indian dancers

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<-🧕 ->

hybrid tinsel
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He

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And thanks!

potent imp
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woah nice shaders and lighting

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how u achieve that?

hybrid tinsel
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My first try at shadergraph

twin musk
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Hey everyone, I'd use some help on 3d animations: What is the best/easiest way to make animations? Animating directly in unity feels awful since there is nothing like bones or anything, is there some easy way to export my character with their whole hierarchy?

dense oriole
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Hi there

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I have an animation question for unity

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is this the best part of the channel to ask it?

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it's actually a bug question, that I can't figure out.

twin musk
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I take back what I said about skeletons, found out about animation rigging video thank you KarinExMachina for mentioning it

twin musk
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Hi, im using blender to animate and the body armor just keep "clipping". Ive tried weight painting, but some parts dont really make sense to me.

broken flare
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does anyone know how I can swap the idle animation of the standard assets

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the arms are literally inside the body

twin musk
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Hi, im using blender to animate and the body armor just keep "clipping". Ive tried weight painting, but some parts dont really make sense to me.
@twin musk try increasing distance between character and clothing, make sure your weights are set well. Alternatively you can make the skin under clothing a separate part so you can disable it when not visible

broken flare
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How to make seemless rotation animation without the animation slowing down at the end

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does anyone know?

grim bluff
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is there a neater way of organizing animations that doesnt summon satan

broken flare
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lmao

hybrid tinsel
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@broken flare set the beginning and end keyframes to 'auto' instead of 'clamped auto'

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@grim bluff use sub-trees and stuff

grim bluff
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what is the stuff while i google sub trees

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are subtrees and blend trees the same thing

hybrid tinsel
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blend trees are a type of them

grim bluff
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or state machines

hybrid tinsel
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yup

grim bluff
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both then?

hybrid tinsel
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The basic idea is that whenever you have several nodes that mostly have a common in and out point, you can combine them

torn ingot
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Are unused animation Takes and unused meshes from within files containing animation data stripped when Building?

hybrid tinsel
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That's a good question; I believe that unity saves the mesh/animation in its own format after import, but not sure exactly what that entails for multiple animation takes.

torn ingot
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Thanks, art team sent me files with like 30+ garbage animation Takes in each, want to make sure it doesn't mess things up later lol

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I guess I'l find out about the Takes specifically at a later date, I'll drop a note here when I do find out

hybrid tinsel
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Would definitely be good to know; I've pretty much only worked with animation files I made myself so far

glass canyon
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Can someone help me?

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Constant tangent in animation curves bugs out for me

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The moment it has to switch rotation from -31 to -141 it stays at +90 degrees for about a frame

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Is it a bug, or am i doing something wrong?

ancient echo
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Anyone worked with Mixamo animations? I downloaded some animations and to my understanding, so long as the character is rigged similarly, I should be able to just apply the animations to a Animator Controller and attach it to said character - it seems to ONLY work for their specific character and not any other character (if I download Bob@Walking, I cant use "Walking" on Sarah - it just doesnt animate or do anything, even though the Animator says it IS actually playing and looping) and im really not entirely sure why their own characters dont even work with the animations... Leads me to believe I have to be doing something wrong, please ping me if you think you may be able to help, its late and my brain hurts :(

twin musk
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You need to use Blender 2.45-2.49 or 2.58 and later versions for direct Blender import to work.```
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im using blender 2.8...

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why can it not convert? unity 2019.3.13

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i need a channel called #rant because everyday i face issues in unity that are stupid and stop me from getting stuff done

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i bet you someone will say its an issue with blender. ill ask blender community, its an issue with unity.

hybrid tinsel
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@glass canyon It might be a bug; I've not seen that happen anyway. Does it happen in game view as well, or only when previewing in editor? Is it an imported animation or one made in the editor?

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@ancient echo Not just 'similar.' The rig on the animated character has to match the unity skeleton somewhat and be converted into a mecanim 'humanoid.' That is what lets you transfer animations between characters.

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You convert both characters to humanoids and then unity can remap the animations.

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I've heard that mixamo should work fine with that, dunno if there's an export setting in it you need to choose

ancient echo
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Hmm, ill try setting them both to a "humanoid" rig in Unity and see if that makes a difference, it seems like other than a few bone differences, it should work the same, ill double check though

glass canyon
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@hybrid tinsel imported from blender and edited in unity, because of wrong interpolation

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And it does happen in game

hybrid tinsel
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What happens if, say, you add your own keyframes? Same thing?

ancient echo
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Wow... Holy crap thats what it was! They werent set to "Humanoid" but "Generic" which for some reason, "Bob@Walking" imported as Generic works, but "Sarah@BobsWalking" imported the same way doesnt, if Sarah is humanoid it does work perfectly fine o.o thanks @hybrid tinsel for that

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@twin musk I had this problem earlier, I have no idea why, but I ended up just downgrading to 2019.1 which supports it, while the other versions dont seem to, and everywhere I looked on google avoids the problem altogether "dont use the .blend file, instead export it to a .fbx from Blender"

twin musk
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well, cheers. i hope the rest of my project supports 2019.1 🤞. and yes google only has results from 5 years ago... lame

hybrid tinsel
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@ancient echo With generic animations, everything is based on names and hierarchy. Any minor difference in either will totally break it.

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So two objects with the exact same names and hierarchy can kinda work but you won't get any remapping, just a straight use of the animation curves meant for one model in the other.

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Once an animation has been converted to unity format, it can also be edited in a text editor.

twin musk
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@ancient echo my project has errors when i try open as 2019.1 any other ideas? as in it wont open at all in 2019.1

ancient echo
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Ah ok, that explains a lot actually, thanks for explaining, pinball

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@twin musk I think youll either have to try downloading the specific version of Blender its asking for instead of 2.8, then re-open and re-import the file, or you may just have to export it as .fbx, or if you have some programming knowledge, you might be able to code something that auto-exports for you when the file changes, unless the errors you get can be resolved with relative ease

twin musk
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the only reason im using 2.8 is because 2.79 and previous is not supported. even though the error message says it is supported, its not

ancient echo
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Also, no idea how it works, but something someone else mentioned to me earlier today "gltf2.0" may be able to also let you still work with the blend file in Unity without needing to downgrade from 2.8 - but I have no idea how it works

twin musk
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thanks anyway :\

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stupid unity, stupid fbx file format

ancient echo
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Yeah, I donno why Unity has so many annoying and weird problems, there has to be some sort of meta file or something it checks to even know "this blender file isnt x version, display import error"

glass canyon
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@hybrid tinsel i cant add a keyframe in between, cause there is no actual frame there. Weird thing happens between frames 27 and 28

hybrid tinsel
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@glass canyon I meant if you add a similar pair of keyframes manually, does it still do it?

echo kindle
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Continuing from my issue mentioned yesterday, could I just get a quick confirmation if anyone might know.....

My animation script pulls from the collision script to detect if the bool is true or not, then sets the parameter in the animator. Except, it's pulled the results from the collision script before the collision script itself has got them....
is this just an inspector quirk?

Image 1: Code Flips, setbools set, animation doesn't change.
Image 2 following frame: Animation kicks in the next frame and everything is correct. Just a frame too late after the code flip.

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I know this issue is super hard for someone to debug, but just wondered if its something I should follow up on forums or if that delay is just a quirk of inspector?

hybrid tinsel
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So someone there might have an idea about whatever quirk of execution order it causing it.

echo kindle
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ok cool, will throw it over there 🙌🏼

broken flare
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I have another problem😆

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Can anyone hepl me with this?

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My animation keeps slingshotting backwards for some reason

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any help is appreciated

twin musk
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@broken flare I think you might want to check out root motion

broken flare
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wdym

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make sure not to have root motion?

twin musk
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There is a way to apply root motion to the object, the bit of movement from animation should stay applied so the character does not move back

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There is an option to "apply root motion"

broken flare
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under the animation or the controller?

twin musk
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I cannot quite guide you through since I am not an expert, make sure your character model has a root bone selected, that's where the movement should be read from, and then I believe you just need to enable it in the animator, I suggest looking for this online, you will find more accurate answer than mine

broken flare
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ok thanks a bunch

twin musk
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Hope you figure it out

frail ether
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can't figure out how to use shape keys / blend shapes that I export from Blender. I have 10 of them and they do show up in Unity I just don't know how to actually at least play an animation with them. I tried to add an animator but adding keyframes in there does nothing. do I need to have an armature?

twin musk
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I am pretty sure animation can be anything, it could be just a set of changes to script variables. Shape keys should appear under "skinned mesh renderer" of the object.

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Yes, animating here works just fine
Just make sure if you use animator component you need an animation controller for it

frail ether
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oh yeah I see it
is there no way to just get already done in Blender animation though?

twin musk
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Yes, you can export objects with animations, however I have not done that before

frail ether
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🤔

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as this is not a skeletal animation Unity doesn't quite see it

twin musk
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Are sure you are exporting the oject in the correct format?

frail ether
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yes, FBX, I even tried messing with export settings

twin musk
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Huh, odd

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Well you can modify it in unity and add the shape key animations

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Using shape keys as the only animation method for more complex animations is not a great idea...

frail ether
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every key is played in sequence

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Using shape keys as the only animation method for more complex animations is not a great idea...
yeah I know... I'm just working with assets I have, I didn't make this

twin musk
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So I found this video, it seems as there are some extra steps if you want to export a shape key animation from blender

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He does not just simply animate them, he adds something more to it, later exports as fbx so it should work for unity as well

frail ether
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oh thanks I'll take a look

twin musk
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Hope that does the job

frail ether
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I had to add two frames in the action editor

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but it seems like the plugin I'm using has some problems
luckily I can easily get in touch with the author so hopefully this gets sorted out

grim bluff
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does it start on entry

lavish ledge
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I've gotten Mixamo animations to work in Unity 2019.3.15, but when setting the rig to Humanoid it seems to reverse the feet. This makes it impossible to use foot IK with the animations. Does anyone know why this might happen?

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To clarify, the feet are properly oriented in the mixamo animations, but not on the humanoid rig itself

hybrid tinsel
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@lavish ledge can you show an example? That can be interpreted a few ways

lavish ledge
twin musk
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@idle orchid

hybrid tinsel
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Is that The Killer Bean?!

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But yeah, that's pretty weird @lavish ledge. I'm guessing that was a custom rig, was there anything that might be confusing Unity?

fallow dew
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Did anybody experiment with Kinematica already? When putting custom animations into the Asset Builder they just seem to have Random lengths which do not match the animation clip

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It even changes depending on animation Settings. If I disable animation compression the clip gets longer than the original in the Asset Builder

hybrid tinsel
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I still am not entirely sure what kinematica is, how to use it, or anything like that

fallow dew
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Bascially given a position, orientation and velocity for certain bones it will find a trajectory (set of animation frames) out of all your animations that brings your character from the current position/orientation/velocity to the desired one

charred belfry
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There's a pretty great rundown from Unite pinned to this channel. Overview of the history, and the tool. It won't answer anything specific, but it's a great landing point for people looking to learn it

fallow dew
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Watched it at least twice. Doesnt help me in this case though

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It seems like a bug to me. But maybe I am just missing sth important about the tool

hybrid tinsel
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I've watched the video, when it was published and now.

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And each time I understood less.

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Too much buzzwords, not enough 'actual example for humans'

jade dew
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u can look up more info on motion matching

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there are a couple of insightful videos on some of the original thinkers

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also heres an article:

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might help u understand what kinematica is doing

steel lake
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Anyone have any hints as to which Animation Rigging Constraints I should be using, if I'm trying to create a long, flying worm, where each "spine joint" follows the next in a snake-like fashion?

steel lake
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DampedTransform, if anyone else was wondering

twin musk
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hey guys Im trying to get procedural animations done in unity and am struggling a lot. can anyone help or point me in the right direction

red mango
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Hey y'all, quick question. I'd like an animation to play, and my trigger to be a 'Trigger sound effect' (Once I select the sound to play, the animation will play at the same time). Anyone have a general idea how to do this? I know a how to make the sound trigger but not syncing the animation with it

potent imp
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well if its walk

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make if statement

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get the audio and play the animation && sound for that if statement

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@red mango

red mango
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Woah, what's an if statement

fossil chasm
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Hi, how can I play an animation once? I'm trying to do a reload animation when aiming that trigger if I shoot,

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But it barely work

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Most of the time it doesn't play

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Also, If I shoot once something it play the animation 3 times

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I fixed it, instead of using the Animator I used an Animation component for this animation only

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Sometime it doesn't play

tepid trout
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Nicee

finite arrow
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Hey y'all, absolute beginner here. I'm currently working on a game jam project (2D) for school and I'm really struggling with a seemingly simple animation. I want to animate a character (a button) walking across the scene after a certain amount of time. I am using a coroutine that plays the walk cycle animation after 5 seconds, but I can't make it so the character moves to the right as the walk cycle loops. How do I play the looping walk cycle whilst making the button move across the scene by itself?

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I found this video on root motion which would fix my problem but I can't figure out how to do it in the latest version of Unity. The generate root motion curves button doesn't show up.

ember oar
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How do I stop an animation that's playing on my character wihtout disabling the animator?

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@finite arrow also new and late but add a number to the x part of the character's position?

potent imp
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anyone using modular animation system for the 2D sprites or mesh cut outs?

hybrid tinsel
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Can you be more specific, @potent imp?

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And has anyone found an Animation Rigging Package tutorial or documentation that isn't garbage?

potent imp
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something like this

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@hybrid tinsel

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i am trying to learn modular code and systems

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i do lot of game jams

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and kind of want to reuse my code

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instead of always making it from scratch

hybrid tinsel
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How difficult would it be to assign a different axis for a 2dIK solver, to make it function properly in the ZY plane instead of XY? Is the axis baked into the whole system, or is it a function of the solvers themselves? I noticed that the solver breaks when the root object is rotated off-plane, so that implies that it is using world coordinates rather than local.

potent imp
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sorry new to this method

hybrid tinsel
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I've been ATTEMPTING to use the modular rigging system Unity says will replace the 2dIK, but it is garbage.

potent imp
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for 2D?

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how so?

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ohk let me try

frail ether
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I imported a shape key anim from Blender and Unity seems to smooth it out, however when it loops back to the first frame the smooth doesn't happen there and the transition is obvious. I tried messing with curves but to no result, any ideas?

twin musk
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Hi! I was wondering why this problem with the thumb parts occur when exporting to unity

hybrid tinsel
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Shoving is the answer; they must go down the stairs.

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Are you exporting with the blend file or as an FBX?

twin musk
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FBX

twin musk
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Should I export the animations with "Apply Transform?"

jade dew
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are u importing it as humanoid rig?

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the default humanoid rig might make the fingers look more... well human

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u can edit the avatar

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i think

twin musk
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I make it Humanoid in Unity, @jade dew Is that what causing the problem?

low gorge
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How to add animation events in unity 2018

jade dew
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@twin musk possibly, check out the avatar settings to see if u can modify it

hybrid tinsel
potent imp
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hi is it possible to use json data of a 2D character to animate the other one?

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like say i got 2 characters same animation and just want to swap the sprites

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ur really good at animating pink

wise gulch
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when the attack animation player my legs go through the ground a little bit anyone know why this happens?

dusky hedge
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@hybrid tinsel feels kinda weird having the legs not move at all. nice movement otherwise!

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feet*

hybrid tinsel
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If you have any ideas on how to make that look better, I'm all ears

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@wise gulch Is there root motion in the y axis in the animation?

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If so you might need to either remove that or use IK to feet the feet on the ground

wise gulch
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@hybrid tinsel how do i check this pleasE?

hybrid tinsel
lofty remnant
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so guys

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this is my animation on Maya

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and this is how its displayed on Unity

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the first few frames, the left arm does that

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and stay misplaced like that for the rest of the frames

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any idea why?

dusky hedge
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from what I can see,

  • the front arm looks a bit wobbly like it has no bones,
  • her grip on the spear seems loose as its kinda sliding.
  • the front side shin is stretching a little too hard and I think you can fix that by moving the foot back a little along with the animation.
  • flat chested means limited animation but I dont see any tbh, which is a little weird, but that might be me
  • is that spearhead bending?
  • the feet should not be stationary in the animation, even if the movement is minimal
    You could maybe look at Nidalee from league of legends for some reference if you get stuck 🙂 @hybrid tinsel
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or horizon zero dawn for that matter

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nothing wrong with taking reference from AAA studios 🙂

hybrid tinsel
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I am still working on secondary motion, so all the jiggle and stuff will be there.

dusky hedge
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fair enough, just telling you what I see! good joib tho!

hybrid tinsel
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❤️

true cove
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That cloth animation on the waist looks amazing

hybrid tinsel
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2d has a lot of limitations on bending stuff out of the xy plane

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I've been deliberately picking trickier poses to see how well I can deal with that

dusky hedge
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its working out pretty well i'd say. I could talk about animating the hair, but I can only imagine the pain that would be

hybrid tinsel
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I really wish unity would just implement some native solution for stretching bones but that seems unlikely

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The hair will be animated

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I already cut out all the pieces, just haven't rigged them yet

dusky hedge
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good luck on that one, thats gonna be a timeconsuming one...

hybrid tinsel
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...and I just crashed, losing a ton of work -_-

dusky hedge
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you cant stretch bones?

hybrid tinsel
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you can stretch mecanim bones, but not 2dIK bones.

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And the official response from unity was 'we stopped working on it in favor of the new rigging system'

dusky hedge
hybrid tinsel
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YEs

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I've been experimenting with all sorts of workarounds

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You can see my attempts in the forward leg here, which is a hacky solution that I don't think works amazingly

dusky hedge
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you could probably use some other 2d animator then unity that does support 2dik cant you?

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or are you dead set on getting it to work in unity? now that you r invested xD

hybrid tinsel
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Well, I can do almost everything else in unity so

dusky hedge
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fair, just the IK being annoying then

hybrid tinsel
dusky hedge
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just looking at it makes me wanna scream in agony

lofty remnant
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This is how it should be positioned

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The bone is facing the opposite way for some reason

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Can I manually reposition this bone in the avatar? Or is there any way to make it right?

hybrid tinsel
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All that 3d software stuff is voodoo to me

lofty remnant
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Yea idk why Unity is messing up the animations when this shoulder bone is just a child of the left arm,

hybrid tinsel
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@dusky hedge updated

dusky hedge
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lovely

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stroke that spearshaft

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her arm is doing smt weird tho

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bit too snappy

hybrid tinsel
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Unity constraints are not very good, so I ended up having to keyframe the spear

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And yeah, that's the IK, not quite sure how I'll deal with that yet

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The pose is awkward.

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2d IK REALLY hates straight limbs

twin musk
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how do i select the top of the armature in blender

hybrid tinsel
twin musk
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Elbow's a bit snappy

dusky hedge
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the IK is still being really funky huh

wise gulch
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Quick question, in unity is there a way to make it so that it will only play the next animation when the first one is finished??

grim bluff
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is there a way to make this path instant. Right now when it goes to the empty my character goes to the state it starts in. then onto the next animation

lofty remnant
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so you want it to go from turn directly into idle without going through new state?

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@grim bluff

real wing
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okay so

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I have an old model that im using for my game atm

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but I made a new one with better animations

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so how would I switch my old model with my new model on my gameobject

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without having to copy over everything

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in the gameobject

grim bluff
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so you want it to go from turn directly into idle without going through new state?
@lofty remnant i want to go through a state that doesn't at all modify the model

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right now it resets it

stone hamlet
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Question about legacy animations, i made some standard 2d animations and then i get an error saying "Animation needs to be marked as legacy". So i go click debug on the animation and mark it as legacy. As soon as i do that it simply stops playing and doesnt work anymore. I tried to click ctrl+z until before i applied legacy to it but to no effect. It just doesnt work anymore after that.

hybrid tinsel
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Weird.

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What happens if you make a duplicate of the animation and add that to the animator?

dusky hedge
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@hybrid tinsel PROGRESS GIF PLS UnityChanCheer

hybrid tinsel
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I've made no progress since the last image, at least not any visible stuff. I've been researching alternative IK solutions for that elbow

dusky hedge
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@stone hamlet undo is a bit funky on that, I would advise going to a backup or reimporting the animation if you can.

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aw, oh well. Im sure you'll get it!

stone hamlet
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I did try reimporting it but it doesnt seem to do anything

hybrid tinsel
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If you have any suggestions let me know

stone hamlet
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luckily the problem can just be ignored

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since it doesnt cause fatal errors

dusky hedge
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when reimporting doesnt work there is something seriously fucky going on... @stone hamlet

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I wondered about it for a while yesterday after seeing it @hybrid tinsel I was thinking the snappy animation could be hacked by intercepting the IK and constraining the animation per frame with an interpolation so its limited in how fast it can move. Simple terms a lerp on the elbow position would probably reduce the snappiness of the animation

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while theoretically this would solve it, I am not even sure if this type of approach is possible and how much you can actually do with the IK in terms of feeding in data

hybrid tinsel
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Well, I have been working on my own variant IK solver but it... isn't good. 😄

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Also, technically that elbow shouldn't be moving like that at all, since it should be foreshortening. But that's a whole other can of worms.

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So one option I've considered is hacking the IK to let you blend between scaling and rotation

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To handle limbs of different (drawn) orientations

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Mechanim includes bone stretch to smooth out stuff like this

celest crag
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Can you cheat and position bone at an angle as a resting position, so it won't snap?

jade dew
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i like to think she severely dislocated her elbow as a child

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nice work pinmball

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2d bone animation was always cool stuff to me

hybrid tinsel
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@celest crag that is the usual way to do it, but that isn't a universal solution

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@jade dew Thanks!

weary dome
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any tutorial how to make animal movement ?? my animal just walk in 1place and like shuffle

hybrid tinsel
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If there is one thing the internet has, it is videos of animals moving around

twin musk
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Hey guys, i don't know if you'll be able to help me but

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have any of you run into problems with the Animation Recorder?

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it doesn't seem to save my changes and moves my character around seemingly at random (check video)

lean bobcat
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@lean bobcat is the onlanding being called while you're still on the ground, cancelling the animation?
@hybrid tinsel Hey, I'm really sorry for the late reply. It seems like it yeah. I was thinking maybe my ground check (object sensing the ground) was to low making it sense that it was still on the ground at the beginning of the jump therefore cancelling the animation. But after moving it around several times It was still sensin the ground to early. Not sure how to fix it.

hybrid tinsel
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The way I did it is to not check for being grounded until the 'move into jump pose' animation finishes.

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That is, only start checking for being on the ground once it gets to there. Then move into either the falling or landing animation from there.

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@lean bobcat

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@twin musk Does the recorder even work with the animation rigging package?

lean bobcat
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Thanks, I'll check now

twin musk
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@hybrid tinsel Oh i only downloaded the animation rigging package to make use for their "Align Transform Tool"

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I don't actually use the Animation Rigging Package for animation itself

languid peak
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hey guys, does anyone know the basic price to get into motion capture? do i need a suit AND camera?

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is it something a solo hobbyist could get into for a few hundred dollars, or would it cost say over a thousand?

gentle wind
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@languid peak https://getrad.co/ they've just released gen3, promising results with only your phone

RADiCAL

RADiCAL detects and reconstructs human body motion in 3D from 2D consumer cameras for media, entertainment and AR/VR applications.

languid peak
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ohhh thanks

gentle wind
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suits are quite expensive but I hear you can get a lot done within a rental range if you choose to go that route

languid peak
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what's a rental range?

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i just saw a suit for $289

gentle wind
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the period you would rent

languid peak
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ahh

gentle wind
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yea sure, there are different kinds though of course

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still 8$ a month, I'm happy to clean up some animations from the phone

languid peak
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i'll check this app out 😄 thanks man

lofty remnant
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So when I import my model and generate its humanoid avatar, this thing shows up for some reason

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The yellow bone thing

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When I click it, it highlights the parent object of all the bones/ meshes

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it wont affect my animations, right?

gentle wind
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you could try see what happens?

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havn't seen that before

lofty remnant
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well my animations play normally, at least they look like they do

gentle wind
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to me it looks like your origin bone was stretched out of place or something

lofty remnant
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you are probably right

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is there anything I can do to fix it inside Unity or do I have to fix it on Maya?

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they look normal on Maya

gentle wind
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ah ok that explains it, I don't use maya so it's just completely foreign to me sorry

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if it's not breaking anything I'd just leave it honestly

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maybe ask in the maya forums if there is a fix

lofty remnant
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alright thx david :)

languid peak
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can mocap animations be imported into lightwave?

fierce shadow
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hello so I'm trying to play a video at the start of a character's ability casting animation how do I go about it

stuck elm
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@languid peak yes

languid peak
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thank you

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i've downloaded some free mocap animations but can't seem to figure out how to import them :/

stuck elm
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There are lots of formats.

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Lightwave prefers fbx or bvh.

alpine quartz
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Can an object have to animations applied to it at once? For instance, it has a sprite animation (using a sprite sheet) and an animation that moves it throughout the scene at the same time. Will that work, or will it simply just break?

fierce marlin
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I am working with animation curve and for some reason if I do not use one of the preset curves, the object wont do a smooth curve but will teleport from max y to min y, any fixes?

hybrid tinsel
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@alpine quartz You can indeed.

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@fierce marlin Check that the keyframes are set to 'auto' or smooth.

humble gull
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I have some issues with the timeline, why all my objects are recognised as "none" but when I play the timeline it works because they are there but not shown

hybrid tinsel
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weird

fallow bramble
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hi i would like to know how to make animations on unity for like walking

hybrid tinsel
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@fallow bramble 2d? 3d? Do you have any specific questions, or...?

fallow bramble
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3d

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i just wanna know if there is a software or something to make animations

hybrid tinsel
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There are lots of them. A lot of folks in here seem to use blender

fallow bramble
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ok thanks

lunar briar
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im a total noob my toal time is 20 hrs (i mean for art unity and blender all combined) so i legit started yesterday

glad totem
#

show animations
hello, i am having a problem with my game, i have 8 diffrent animations for my player but only the 3 first ones appear on screen, the other 5 is not showing up,

can any one help?

thanks!

hybrid tinsel
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@glad totem What do you mean by 'on screen?'

agile smelt
#

Hello, I dont quite know if this is the place to ask but if I want to start getting into making art for games and stuff I probably need a digital drawing tablet right? What would you recommend?

coral birch
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I'd recommend something with a screen. XP Pen Artist 13.3 or 15.6 I've heard are pretty good and they're not very expensive but I haven't owned one. If you want something really good with a screen it's either a Wacom or an iPad. the 2019 iPad is capable of pressure sensitivity with the apple pencil.

We went with the iPad Pro 12.9 inch because of the better and bigger screen and slightly better user experience especially with charging the apple pencil 2 since it just snaps onto the tablet magnetically :)

agile smelt
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Im looking for something more budget (Like less than 100 usd) and that basically means no screen what do you think

thin heath
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hey guys i'm having an issue with my blender exports to unity where the animation is breaking and becoming very strange.

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that's what it should look like

thin heath
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it appears fine in other 3d programs just in unity it is broken 😦

hybrid tinsel
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@thin heath How is it rigged? Do you have 'max bones per vertex' set too low?

thin heath
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I figured it out someone else had a similar issue and it turns out my bone quality was on one and setting it 2 or more fixed it thanks tho!

kindred jolt
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idk if this belongs here but what software should i use for animating 2d shit?

hybrid tinsel
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@kindred jolt That's a broad subject. Can you be more specific? Pixel animation? Spritesheets? Skeletal animation?

kindred jolt
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@hybrid tinsel sorry, like just for ui and stuff, not so sure what spritesheets are but probably yhay

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that*

hybrid tinsel
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For UI animations you can do a lot inside unity itself

fallen pollen
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can anyone help me with animations? i used blender to create and animate certain things like a shitty run cycle but i can't find anything that works with me getting it into unity let alone attacking it to the character movements.

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the tutorials are different that what i'm seeing and doesn't work out 😦

cedar ruin
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@fallen pollen what exactly is different?

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In the tutorials.

fallen pollen
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fbx exportg settings, they do things that i can't find or don't have, and importing is a package that has a bunch of WGT_rig witch idk what that is

cedar ruin
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@fallen pollen on blender side?

fallen pollen
#

i tried 3 different videos and all end around the same, i even tried an asset but blender said no to that.

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fbx exporting is blender, the WGT thing is in unity

cedar ruin
#

First of all make sure they use the same version of blender in the tutorial as you. There's a big difference between. 2.8 and anything that comes before.

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What's wgt?

fallen pollen
#

the most current one i found is the asset one. idk what wgt is

cedar ruin
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You don't need any extra assets to import animations or rigs from blender.

fallen pollen
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there are a bunch more but only wgt

#

that's the most recent one i was talking about, but blender didn't like it so i didn't use this method.

cedar ruin
#

What's WGT???

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@fallen pollen

fallen pollen
#

i have no idea what WGT files are 🤣

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thanks i'll check it out

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ok so i figured out because i have an updated version the settings changed and i din't know where to look because im a dumbass.

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so that got the wgt files out of the way, but now no animations data where present, ah

cedar ruin
#

Check the animation tab in the import settings. As well as avatar/rig tab.

fallen pollen
#

||i was in pose mode||

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got it workin

#

by chance do you know how to hook up these animations to movement?

cedar ruin
#

set up your animation states in the animator and trigger them from script.

fallen pollen
#

got any tutorials? 🤣

cedar ruin
fallen pollen
#

Thanks I'm going to bed but I'll check them out tomorrow

thorn viper
#

Guys, how can i change foot position after rotating 90 degree?

#

I know about foot ik: walking, stay still. But i cant find tutorial about changing foot position after rotating 90 degree.

vivid cosmos
#

idc about swapping rigs tbh

#

character bone, design took 1 min, will be changed later, just learning

#

if this is the wrong channel, then please redirect me

crude dawn
#

Hello! Can I use the same animation controller and the same animations for differente sprites?

#

I know there is a overrideAnimController but that way ihave to create the animations for each character

#

The only thing that changes are the sprites

fallow dew
#

@crude dawn Animation Clips reference (Child-)GameObjects via name. So as long the hierarchy and gameObject names are the same it should work

crude dawn
#

@fallow dew I'm sorry, I dont understand you

fallow dew
#

If you have 2 characters for example you can use the same animator and animations as long as all the gameObjects which are part of the character have the same name

#

At least if your animations are moving transforms. Or are you talking about flipboard animations (swapping throug sprites)?

crude dawn
#

Amagine different 2d tileset characters

#

they ahve the same animations, the only thing that changes is their appearence

#

I dont want to create 18 different idle animations for each character

fallow dew
#

Ah I see so you want to reuse the same animation with different spritesheets

crude dawn
#

Yes

fallow dew
#

There is no easy way to do this as far as I know. One solution for a similar problem that I used was a custom script which has a public sprite array and a public int frame field. This way you can animate the frame filed from the custom script which then replaces the sprite in the sprite renderer

#

Its a bit of a workaround. But this way the animation does not need to know about the specific spritesheet but only about which "frame" it should present

#

This requires a bit of scripting however

crude dawn
#

By the time I write that, I'll make the animations lol

fallow dew
#

Well its just a few lines of code but sure if thats the easier way. I guess it depends on the number of animations you have 😉

crude dawn
#

@fallow dew I found a better solutions (if not the same as yours)

fallow dew
#

great will have a look at it 🙂

grand wolf
#

hello guys,

not sure if I may ask here, but can someone do smooth animations for 3d models? I would be interested 😄

hybrid tinsel
#

@thorn viper Can you give an example?

#

@crude dawn @fallow dew You can make an animated character, then swap out the art.

#

There are a few different methods depending on how it is set up; the easiest is to just copy the rig from one character to another, and then it will just be able to use the same animations.

#

You can also swap the texture of the sprite renderers directly.

#

Unity doesn't make it as easy as it should, sadly.

past yacht
#

Hi
I have a problem, I created a few days ago cut scenes and If I start game from menu I get this errors

UnityEditor.Editor.CreateSerializedObject () (at C:/buildslave/unity/build/Editor/Mono/Inspector/Editor.cs:577)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/Editor/Mono/Inspector/Editor.cs:554)
UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/Editor/Mono/Inspector/Editor.cs:453)
UnityEditor.Timeline.Signals.SignalReceiverInspector.OnEnable () (at C:/Program Files/Unity/Hub/Editor/2019.2.9f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.timeline/Editor/Signals/SignalReceiverInspector.cs:28)

What should I do?

kindred jolt
#

i think u should send some screenshots 🙂

errant lion
fallen pollen
#

idk if i put this in animation or coding so i'm going to do both. i have animation done from blender, i imported them into unity, but my issue is making the animations activate when i move, jump, and something i haven't done yet is attack. i have movement (except attacking) and the main camera already set up. pls help

kindred jolt
#

so whas the issue?

errant lion
#

@fallen pollen https://learn.unity.com/tutorial/lesson-3-3-don-t-just-stand-there?uv=2018.4&projectId=5cf9639bedbc2a2b1fe1e848 this tutorial is pretty good imo for learning the basics of the animator controller

Unity Learn

Overview: The game is looking great so far, but the player character is a bit… lifeless. Instead of the character simply sliding across the ground, we’re going to give it animations for running, jumping, and even death! We will also tweak the speed of these animations, timing...

#

thats where you drag the animations in and set them to trigger when certain conditions are met (which you control through the c# scripts)

fallen pollen
#

ah thank you

#

wait there's no video? just a brief explanation?

errant lion
#

No there is, scroll down on that webpage and theres a short video for each section

#

There was a link there to download the project they used so that you could follow along but I can't find it there for some reason

fallen pollen
#

all good thanks

languid peak
#

Is the kinect version 1 (xbox 360) worth getting for mocap?

fallen pollen
#

@errant lion i'm only on step four but he has already done running and walking witch didn't help. all he did was show his diagram, not how i could make my own or how it is used.

errant lion
#

I'm new to unity too, but afaik the first thing you want to do to set up a character to have multiple animations is to create an Animator Controller component like how the guy in the video does

#

Right now I don't really know what the purpose of the Layers tab is, but the Parameters tab is where you make parameters for your scripts to modify (So for example, if the boolean parameter isJumping is set to true in your scripts, the controller goes from one block to another

#

In order to allow certain animations to flow from one to another you need to right-click your Idle block, for example, and create a transition to another one like Run

#

There you can see that I clicked on the transition between Idle and Run, and on the right you can see that my parameter Run_bool from the parameters tab shows up there and I was able to add it as a condition for the animation to flow from Idle to Run

#

Here's what my code for what my animation script looks like (It is a component of my Player GameObject)

#

I have another script that manages the movement of that object and if it's (running) it accesses this script that I put the picture of and sets isRunning to either true or false

fallen pollen
#

ok i get it

#

i think

#

do you know how i can make the speed different from all animations?

errant lion
#

You can click on one of the blocks there and set Speed on your inspector to a different number

fallen pollen
#

oh ok, i thought so

errant lion
#

Are you making your own animations or are you importing them from an asset pack?

fallen pollen
#

i made my own

#

very shitty ones but this is just a test, i only have 20 days left to make a game so if i have time i'll go back and redue them.

#

would this work?

#

slash attack is just a basic sword swing

errant lion
#

As long as your conditions are set up right I think it should be perfectly fine

#

Also make sure that you can go from both Running to Jumping and from Jumping to Running

fallen pollen
#

true thanks

#

@errant lion could you do me a huge favor?

#

could you put your code here: https://hatebin.com/

so i could yoink that code and modify it to my game? 🤣

errant lion
fallen pollen
#

i'm good on that, i'm talking about the animations one

#

coolio

#

how did you get that graph and settings on the inspector page?

errant lion
fallen pollen
#

yes

errant lion
#

It should show up when you click on one of the transitions like this

fallen pollen
#

oh ok

errant lion
#

Also make sure you uncheck the little box that says Has Exit Time, so it won't wait for an animation to finish before it plays the next one (for example if you're going from a run animation to a jump animation)

fallen pollen
#

do i have to put a bool on every transition?

#

i need at least one constraint or the exit is still valid

errant lion
#

In that tutorial I linked earlier the guy does some transitions with Integers, Bools, or something called Triggers (which I dont really know what that is)

#

you can do floats too

#

afaik you need at least one condition for those transitions to actually work because the Animator Controller wouldn't know when to transition

fallen pollen
#

and where would i put the code at

#

what does afaik mean

errant lion
#

You would make an animation script like the one I linked and drag it into your player

#

As far as I know

#

lol

#

thats what afaik means

fallen pollen
#

ah ok, so in the code that only works for running, can i put jumping in the same thing or create new script

errant lion
#

You could put all animations in the same script if you want yea

fallen pollen
#

sweet

#

omg my animations are so bad 🤣

errant lion
#

Did you make them in Unity or something like blender?

fallen pollen
#

i made them in blender

#

but like all of them in an hour

#

did i make this code right?

errant lion
#

Well make sure that your if statements in your code are checking for the right conditions

fallen pollen
#

yeah i just fixed public static bool

errant lion
#

your parameters are fine, but I don't think a Runjump_bool is necessary

#

The reason I had it as static was so that the variable could be accessed from another script, if they're not static they can't be

fallen pollen
#

new script

errant lion
#

The reason I say I don't think a Runjump_bool is necessary is because you can check for multiple conditions in those transitions, so you can check if Run_bool is true and at the same time check if Jump_bool is true

fallen pollen
#

ok so i just make it public?

#

but its going from jump to run and run to jump

errant lion
#

JumpSound and DirtParticle here are public in the script they are from

#

and if it's public static it can be accessed from any other script

fallen pollen
#

oh ok

#

i haven't touched the partical system but i here its god like lol

#

but the Runjump_bool tho

errant lion
#

Yeah I'm confused about what you mean by that, I still don't think it needs to be it's own parameter because you can check if Run_bool and Jump_bool are both true

#

You can still make Runjump_bool work if you really want tho

fallen pollen
#

so what i have now is fine right?

errant lion
#

Yeah it probably is

fallen pollen
#

so i just leave the script on the player? or in the animator component

errant lion
#

Do you already have a script that deals with the movement of the player? Like when you press Left he moves left or something etc.

fallen pollen
#

yeah

errant lion
#

So when you drag the script onto your Player game object it should automatically create a Player Animations component for you

#

I don't know if you noticed but in my animations script in Start() I have GetComponentInChildren<Animator>(); because I have the script on my Third Person Player object and my hierarchy is set up like this

#

So it looks for an Animator component in any of the children of Third Person Player and fiddles with it

#

and I have an animator component on the CharacterModel you see there

fallen pollen
#

that boi be lookin thicc

errant lion
#

too bad i've been trying to create a new animation for him all day and I haven't been able to figure it out

fallen pollen
#

it's pretty easy in blender, recommend it

errant lion
#

guess I have to learn blender then ughhhh

fallen pollen
#

not hard, waaaay esaier than unity

languid peak
#

just ordered 2 kinects, can't wait to test out some mocap anims !

stray saddle
#

why does my game lag when i select an object with an animator component on? When i deselect it, the game dont lag. its only when i choose an object with an animator on. Its not like, breaking the game or something, i just think its weird

jade dew
#

btw my game lags if the

#

rigidbody info section is

#

expanded

#

maybe thats the same on ur object?

#

animator is fine

#

@stray saddle

solemn coyote
#

im doing a top down rpg, and the animation is lagging

#

i cant seem to get it to work

foggy marsh
#

Is it looks good?

solemn coyote
#

yes

foggy marsh
#

Ok

kindred jolt
#

what it for

#

a gun and a torch?

opaque skiff
twin musk
#

What parameters can I send through in animation events? I cant seem to find it anywhere

#

nvm, just found out

crude dawn
#

The parameter is a direction Vector2.x and .y

hybrid tinsel
#

@crude dawn Looking at the animator won't help, you need to look at what is generating those values in your script.

crude dawn
#

Vector2 direction = ((Vector2)path.vectorPath[currentWayPoint] - (Vector2)transform.position).normalized;
in fixedUpdate()

crude dawn
#

@crude dawn Looking at the animator won't help, you need to look at what is generating those values in your script.
@hybrid tinsel Believe it or not, your comment just helped me fix my problem. 🙂 thanks!

hybrid tinsel
#

Well, it was meant to help fix it, so I'm glad 😄

#

As a side note, setting animator floats in FixedUpdate can lead to jitter in general

jade basin
#

(i set it to look at a tree instead, for testing purposes)

hybrid tinsel
#

@jade basin Is this a bone in a 3d character you are aiming?

#

In which case it should probably be the z axis

#

What happens when you adjust the offsets?

twin musk
#

hey guys i have a question

jade basin
#

@hybrid tinsel I tried all aim axis(es?) as well as adjusting the offset, but the rotation doesnt change at all. And yes its a bone in a 3d char

jade basin
#

@twin musk in line 56 you're checking if the player presses space and has no vertical velocity. As soon as you jump, your player will have a vertical velocity. Since you're setting the animations in a FixedUpdate, the next time that update runs, it will run line 53 instead (since rb2d.velocity.y==0 wont be true anymore, no matter if the player presses the spacebar)

twin musk
#

ok and how i fix that

#

im a beginner sry xd

#

can i do somthing like if player isGrounded = false animation.play

jade basin
#

no worries. I'm also pretty new so I don't know if setting the animation every FixedUpdate will cause issues. I personally would add more bools, that get updated in the fixedupdate and handle the animations in a different function.

private void Animate(){
  if(isRunning) animator.Play("Player_run");
  else if(isJumping) animator.Play("Player_jump");
  else animator.play("Player_idle");
}
#

Then setting the isJumping to true, after pressing space and to false in line 37, when he's back on the ground

#

you could also add the new isJumping and isRunning bool and then on line 51, instead of using else, use
else if (!isJumping && !isRunning) or something along those lines

twin musk
#

ok i try that thanks!

twin musk
#

ok i got another problem:
When animation Player_run is played, 1 of that 5 frames is like in the background

#

i upload a clip one sec

twin musk
#

i have just imported a mesh from blender that i know for a fact has blend shapes (shape keys)...why dont they show up in unity as sliders in the skinned mesh renderer? can anybody help?

hybrid tinsel
#

@twin musk did you import using fbx? Did you include blendshapes int he export settings?

obsidian burrow
#

Anyone know of tutorials/guides/etc. on Unity animation without using the state machine stuff?

twin musk
#

@hybrid tinsel yes; i exported as fbx...but in blender there was no setting to actually include blendshapes so i assumed it was just going to by default (that said; in blender they are called shape keys)

hybrid tinsel
#

I dunno about defaults and I don't use blender, but the unity docs specifically mention to make sure it is exporting them.

#

So that implies that it doesn't always do it.

hasty gale
#

Hi, I'm trying to create and save a Humanoid AnimationClip at runtime through scripting. I can't use AnimationUtility, because I want to build the project later. Is there a way to use AnimationClip.SetCurve() in such a way that it refers to a Humanoid character's muscles?

#

I don't know what to give it as a propertyName

cursive inlet
#

yo so im trying to get this enemy to work and i dont know how animation works at all

#

he keeps staying in this t-pose, i put the premade animation that came with the zip file into his "entry animator" state

#

and he just gets stuck suspended in the air when i play the game

#

anyone got any idea as to what im doing wrong? XD

hasty gale
#

is that Missing Avatar supposed to be there?

glossy kernel
#

I'm having an issue with some animations, where if I uncheck Has Exit Time the animation freezes on it's last frame in-game and won't transition to any other animations. Anyone know what could be the problem?

jade dew
#

u probably forgot to set a transition condition

#

so it freezes

#

a transition needs an exit time or a condition

#

or both

#

it'll warn u too iirc

barren bane
#

Hi, so basically I want to animate a button to go through a certain animation when i click on it. Essentially, I created about 8 images which will constitute a short animation that is seen when the button is clicked. However, after creating the animation, it automatically plays on my button. Can someone help?

glossy kernel
#

I added a condition, but it still plays the full animation before going to the next one, the exit time is still disabled.

fast birch
#

Hi, my name is Elio and I’m a project manager. I began working about a month ago with a team of 5 people on a really interesting mobile game. However, we need some help in level design and in a few animations. If any Graphic Designer or Animator is interesting in helping, please do let me know. You will get credited and probably paid if the game is successful 😋

quick flare
#

any hope for me to be able to do a procedural animation setup for vr, where the wrists try to get to the hand position? i'd need to have limits for the joints, too, so that they can only rotate a certain amount

hybrid tinsel
#

@quick flare If it is a humanoid rig, you can use the built-in mecanim IK for that. You can also use the animation rigging package, which works for other stuff too.

quick flare
#

It is a humanoid rig! I’ll try this when I can, thanks!

hybrid tinsel
keen bolt
frigid pike
#

Hey all, if I have 2 mob types, and I create a mob prefab that includes an animator with isIdle, isWalking, and isDead states and I create 2 prefab variants and set the animation for one prfab to an animation, both prefabs are getting that newly assigned animation

#

Should I be able to set a default animator with repeatable states for all monsters?

hybrid tinsel
#

Should be able to. I've not actually messed with prefab variants

twin musk
#

Hey guys so i got a little problem:
When my character is jumping, the animation jump is only playing one frame. I think its easy to fix but i dont know how :c this is my script: https://hatebin.com/zraavvmsmz

wheat kraken
#

I'm having a weird issue. I've put an animator on a child of an avatar, and while the animation its playing is clearly running because I can hear a beep beep beep and I see the audio source being toggled, for some reason the material changes I've also animated aren't happening. They WERE happening, but then I duplicated the avatar and they stopped happening on the duplicates. And they don't work in VRChat either even if I upload the orignal avatar which the material animation was working on. Also, if I go into play mode, and I uncheck and then recheck the animator on the object, the material animation begins playing. Any idea what could be causing this and why it seems to affect only material changes?

#

@twin musk I know very little about scripting in Unity, but I do have many years of programming experience, and looking at your code, if I'm not mistaken, you are checking first to see if the player jumped and starting the jump animation, but then immediately after that you check to see if they're moving and if they're not, you play the idle animation. So the idle animation will always take over when you're no longer holding the jump button, and holding the jump button will presumably restart the jump animation over and over so the player will never jump.

#

I should also mention that programming this manually may not be the best way of going about things. Unity has animation controllers which can change states and blend animations based on different parameters. In other words, it can automatically swtich to a walk. and then to a run, and blend between them based on the player's speed on the X and Z axis for example. It may be worthwhile for you to look into these animation controllers and figure out how they work because it could save you a lot of programming that others have already perfected.

twin musk
#

oh ok

#

thanks for you answer

wheat kraken
#

Well I give up on the material changes. I guess I'm just gonna have to duplicate all my LED meshes and make lit versions that are slightly larger to cover the unlit ones, and redo my animations.

twin musk
#

hey guys, if I remember correctly there is a specific term for the style of animation where you cut all the limbs up and then animate them as separate objects, what is the word I'm thinking of?

zealous smelt
#

@twin musk cut out animation ?

twin musk
#

that might be it, I was trying to find tutorials and

#

it wasn't giving me what I was looking for because I didn't know the term

jade dew
#

hey btw

#

is there anyway i can do an open/close fingers procedurally

#

thru mecanim?

#

something like the Avatar -> Muscle Settings -> Finger Open/Close

#

can i influence that at runtime?

#

or is that purely a preview thing

twin musk
#

if you cannot use GetComponent<> in a StateMachineBehaviour, how are you supposed to use those scripts? and there is very little documentation for them online

last moth
#

Hello, is there any code that imidietly stops animation? Rebind is not option

twin musk
#

well, what animation are you planning on returning to?

#

the first thing that strikes me is to reverse the condition that started the animation in the first place and have a transition back to the original state

#

then configure the animation to stop immediately by taking away its 'exit time'

last moth
#

I found solution. I took current time of the animation and said that its end of animation. That is what i needed

wary remnant
#

i swear unity's animation editor is so annoying

#

its like i spend 30 percent animating and 70 trying to mess around with the curves so that my animation doesn't freak out

clear pagoda
#

I have kind of a strange question. My movement and animation is in a blend tree. What I would like is to change the idle animation based on what weapon is drawn (or if no weapon is drawn). I have layers for each weapon to include their attacks, sheathing, etc. and they're additive. However, what would be the best way to JUST change the idle animation for each layer?

#

Accessing the base blendtree via code seems to be a real pain in the ass. So I'm wondering if there's a better way to do it.

wheat kraken
#

Why is my animation playing continuously when I don't have it set to loop? I thought even if the animation controller remained in the same state, it would only start the animation associated with that state once, if the animation isn't loop?

#

Hm, that's weird. This doesn't prevent the animation from looping either:

gloomy ruin
#

@wheat kraken you could create a script for it

#

to make it stop looping

wheat kraken
#

I can't use scripting. VRChat doesn't support it.

gloomy ruin
#

there may be some support online regarding this since I'm not an animator.

wheat kraken
#

I have the audio file, which plays a blaster noise, set to loop.

When I pull the trigger, which unhides the object called Fire, which the audio source and line renderer are children of, the audio source, and line renderer, which are hidden, are unhidden by the animation. When the animation completes, after the audio finishes playing, the audio source and line renderer should be disabled again.

But they're not. The line renderer remains visible, and the audio loops continuously.

If I set the audio file to not loop, then the audio file plays only once. This doesn't tell me if the animation is looping or not, but it does tell me that when the animation reaches its end, the audio source isn't being hidden again, however briefly, as it is set to play automatically when it first appears.

#

I guess I will now try changing the animation to explicitly hide the audio source and line renderer at the end, and set the audio source not to loop. If the animation is playing on repeat, the audio source being hidden at the end should cause it to repeat anyway. Otherwise, it should be hidden along with the line renderer permanently, I hope.

wheat kraken
#

Well, it seems like changing the last keyframe to hide the objects work. I guess Unity's not resetting the objects to their default state when the animation ends. I assumed that's what Write Defaults would do. VRChat is a bit weird in how it kinda hides a lot of things Unity is doing behind the scenes from you by virtue of how its animator works. You do a gesture and when you stop doing it everything is reset to how it was before the gesture animation began. And in my case, releasing the trigger would reset the audio source and line renderer to off, but the animation itself ending did not. I'm not sure why that is. But it's working now, I guess.

jade dew
#

maybe could help

clear pagoda
#

@jade dew That's a good idea, but a little overkill for just changing one animation. HOWEVER, this would be amazing for all of my NPCs who all have different animations and such. I didn't even know that existed.

jade dew
#

u can do uhhh

#

one blend tree

#

with all the idle anims

#

and in code

#

set the parameter as the one that corresponds to the desired animation

sharp wyvern
#

Hi all

I am have a parent object that contains some child objects. I have an animation on the parent object that animates its transform (position and rotation) and affects the child objects through that - in the preview window it seems to look nice. However in game it does not animate. I can see the coordinates changing live but the child objects don't move. My google searching has been exhausted. Would appreciate some advice on this.

#

Unity 2019.3.7

hybrid tinsel
#

@clear pagoda animation override layers

clear pagoda
#

@jade dew You know, having a blend tree inside of a blend tree would be a way to do it.

#

I hadn't thought of that, but I think I'll give that a shot.

hybrid tinsel
#

@sharp wyvern does moving those items manually during play mode work?

sharp wyvern
#

let me check

#

@hybrid tinsel it does not - they are also marked as static, does this matter?

hybrid tinsel
#

@sharp wyvern Don't mark anything that moves as static.

sharp wyvern
#

Unmarking them fixed the issue! thank you :)

hybrid tinsel
#

😄

hidden walrus
#

anyone know how Animator.SetLookAtPosition and SetLookAtWeight works? I have a character that is doing a walk animation and im changing these values in OnAnimatorIK with IK pass enabled but the head isn't moving at all.

hybrid tinsel
#

Is the imported rig set to humanoid?

#

Does it work without an animation?

hidden walrus
#

nevermind i got it working

#

i wasnt updating it every frame since it had a conditional

clear pagoda
#

@jade dew Thanks for the suggestion. Works like a charm...hell, better than I expected. Thanks again!

covert dragon
#

Hello I am new to animation in unity and I am having a go at creating a rigged character. He has a crutch and I have no idea how I go about animating that with the character and mecanim. I created my character in blender and the crutch is the type where you rest it in under your arm. How would I go about animating the character so that it works with the crutch? I tried attaching it to the characters hand in unity but then I can't tell how to animate it properly in blender. Thanks for any advice.
Im using unity 2019.3

cursive patrol
#

guys quick question
Must all animations be played with a controller or can it be played on its own?
if so is it possible to dynamically add animations to a controller and make links between them through scripts?

jade dew
#

it might be possible

#

there was a plugin

#

called animancer

#

that seems in line

#

with ur case

#

makes stuff like that simpler

twin musk
#

guys im having a problem with rigged wings! i try to make a hugging animation with them! in blender i can rotate each bonepart but in unity only 1 part is moving the wings when i try to create an animation! if i rotate the other bones of the wings i cannot see that in playmode / realtime! any ideas why only 1 bone is showing any effects on the wings? if i rotate the other bones of the wing rigg it has 0 effect! thanks alot!

#

however if im outside of the animation like not animating and playmode i can move the bones like normal¨hmm maybe its just not displaying the bone movement in realtime? can i work withthem outside of the animation recording and then paste the values inside the animation?

#

yes in playmode i cannot see any other bonemovement than the top root bone in hirachy! but however outside of the playmode the wing bones are moveable and influence the wings 😦

hybrid tinsel
#

@covert dragon A crutch is a bit tricky since mechanim assumes biped structure; you will probably need to use something like the animation package's IK if you want to get it working perfectly.

#

@cursive patrol Yes to the first thing. You can use the legacy 'animation' script(as opposed to animator)

#

@twin musk Weird. Normally I'd suggest checking the bone quality settings but if it works in the inspector I don't know...

ornate bridge
#

if i desactivate a gameobject (next / previous page) during my animation, my animation is stuck and can't playing it back and my UI is stuck how to reset or unblock my animation ?

potent imp
#

idk if worth it

#

me be like see anime get attracted

#

🤣

covert dragon
#

@hybrid tinsel Thanks for the advice, I will look into it

hybrid tinsel
#

@potent imp that looks nice

potent imp
#

@hybrid tinsel worth buying it no

#

man why devs not make standalone programms like this instead

#

😅

hybrid tinsel
#

It isn't?

#

I'll admit, I'm a bit tempte

#

d

potent imp
#

yeah i see anime i go 🤩

#

idk what way its better than unity build in

#

looks it has some live2D things

#

maybe mocap

#

i bought it lol

#

i want somethiung like that someday where we can make modular animations

#

plug and play

#

standalones which exports

fleet thicket
#

Hi...
Can anyone give tips or idea for the animation effect "stack shaking" effect like cube object stacked in irregular POS x... then need stacked obj do shaking animation...if I use default rigidbody without anim it falls so I need it as animation in unity...

Any tips or idea or suggestions will be greatful friends...

hybrid tinsel
#

do you just buy everything you see Jony? o.O

#

I mean, you haven't even started with basic animation yet 😛

#

@fleet thicket You can keyframe the pieces in whatever sort of animation you want

hybrid tinsel
#

@potent imp Does it work with URP?

#

I didn't see any mention

dusky hedge
#

I dont see anything about it either, the animation tools should function tho. not sure why URP support for sprites would matter.

hybrid tinsel
#

It doesn't use sprites, it uses meshes.

#

And it matters because it seems to use custom shaders, and shaders for one rendering path won't work in another

dusky hedge
#

oh, I looked at one of the videos and that seems like it indeed. Damn, thats a nice tool but idk if URP has support.
Should probably shoot them an email or smt to make sure before you purchase if you were planning to @hybrid tinsel

#

Considering latest version is from April, I would assume the project is still being worked on and might have support for it (or added at some point)

hybrid tinsel
#

Unity changes stuff so often

proper mango
#

Hi, I'm new to Unity. I have seen a bunch of tutorials so I think I understand the gist of how Unity works. I wanted to ask a question about setting up an IK rig inside Unity similar to one used to animate in Blender/Maya. I don't want to use the animation rigging package since I want to use the control bones I've set up in Blender to drive the rig with animations created in Blender. I'm thinking if I export only the animation for the control bones and then set up the constraints in the OnAnimatorIK() function, it would work as intended. Is it possible or should I not even bother?

#

Just to clarify, I want Mecanim to drive the IK control bones, which drive the deform bones.

potent imp
#

@hybrid tinsel don't know

#

Have not played with it yet

twin musk
#

Hey there, I'm looking for someone showing me how to animate a (single) Water drop. Preferably per Blender our Unity ❤️

hybrid tinsel
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I suppose it depends on what sort of animation you want for it

potent imp
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just focusing on code atm

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i think game engines shld support things like blender for 3D and spine/others for 2D so we don't need to spend so long in unity and just focus on level building and code

crimson bear
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hi everyone :)
I'm back with a new problem. I try to use Transition Interruption Source but when I put my transition to Current State but when I do that, the character go down :/
Any clue?

buoyant merlin
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Anyone know if there is a way to disable the automatic clamping of values in Unity's Editor Window ?
I have a value that must go from one side of 180° to the other, and the UI is hell bent on not letting me use 180.1° and changing it to -179.9°, which result in the rotation going the wrong way.

hybrid tinsel
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@potent imp Sorry, but what? Unity supports both of those things just fine.

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@buoyant merlin If you are animating it, use the curve editor.

proper mango
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Anyone have an opinion on my earlier query?