#🏃┃animation

1 messages · Page 73 of 1

lilac flax
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okok

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I'll show you the idle animation

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don't hesitate to say whatever you think is bad

hybrid tinsel
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I think it looks good. I suggest having the parts that are meant to touch the ground move around less, to make it look less floaty.

lilac flax
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I think that he will not touche the ground

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or

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I'll build a platform for him

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it was supposed to floaty but I think that is will be too strange without ground

ruby plume
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Am I right in saying I need an animation controller for every gameObject that has animation right?

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I can’t just use 1 to manage multiple objects?

lilac flax
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Multiple objects uses same animations?

hybrid tinsel
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@ruby plume The animator can control everything under it in the hierarchy. That is, any children can share the parent animator.

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If you want to animate multiple objects, you can also use a Timeline

ruby plume
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Thanks

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Also how can I start an animation from a key press?

lilac flax
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Check if the key is press

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Put a trigger on animator on your animation

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And setTrigger or something like that

ruby plume
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Ah thank you

ruby plume
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when should i use animation instead of code? it seems like im using animations for everything... is that alright?

meager drum
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If it's working, yes 🙂

ruby plume
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lmao, fair enough

charred flicker
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Hello, i am trying to override animator with new clip, but its always checks for animation clip name not the state name, can I change it somehow to look through animator state name?

serene trail
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Is there a way to inmediately change from one animation to another instead of waiting to the animation to finish

exotic path
exotic path
# serene trail Is there a way to inmediately change from one animation to another instead of wa...

I'm a noob here, but, I use GetComponent<Animator>().Rebind(); and GetComponent<Animator>().Update(0f); a lot for my animation needs. I know this isn't specific to your question, but I know from looking through unity manual on animator that the answer to your question is absolutely in the animation scripting api and hopefully these 2 commands help get ya there. I just don't remember the exact coding

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basic idea though outside of remembering that is to do play and stop on specific animation names

serene trail
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if i need to specify i'lldo it, i mean that in my game when i change one animation to another, the player needs to compleet that animation to start th other one, and i need somehow to take the waiting

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take out*

exotic path
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yeah, there should be animation.play and .stop (outside of using masks). So, like, if user enters w input to move, play this animation

serene trail
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oh thank you

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i'll search that

exotic path
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googling scripting apis can be horrendous with the amount of results that pop up

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so let me try and help real fast find the api for it

exotic path
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based off just quick skim, should be able to check play, stop, and check if a clip is currently playing

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among the other things

serene trail
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@exotic path Thanks again, this helped me a lot

meager drum
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You don't normally need to do scripting to move from one animation to another in the animator. It wouldn't be very useful at all if you had to script every transition

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Unless i'm misunderstanding the problem

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Are you talking about like, moving from a walk cycle to an idle or a jump, that kind of thing?

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YOu should just be able to set a transition

ancient echo
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Sorry I forgot to reply the other night - I tried baking animations from IK to FK in Blender, and got the exact same result, and I checked the generated avatar and everything looks correct, unless I dont understad what you mean by "redo the IK in unity"? I think the shoulder bones dont want to move? But in the Muscles tab with all the sliders, everything seems to move correctly, and the animation would certainly have frames for the shoulder bones since Blender and Unity look different - any leads or resources I could look into? Any additional info or screenshots you might need to help further?

hybrid tinsel
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@serene trail turn off exit time from the animation transition

sly ice
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Has anyone experimented with the writing skeletal animation data as a mechanim layer via the Animation Rigging package? Was wondering how feasible it would be

twin musk
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hey all! i got a question, i am pretty new to animation side of things, and by that i mean, i know very very little. I am working on a small project right now and i got some models without any animation. i wanted to download some animation from mixamo and put them on those models but frankly, i dont know how to do that, i need someone to hold my hand and guide me right now.

twin musk
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okay i found the fix... im sorry, it was very simple and it just slipped me.. there was an upload fbx thing on mixamo

urban prism
twin musk
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thanks a lot

hybrid tinsel
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@ancient echo I'm not a blender person, so I dunno about specific workflow, but I meant that unity has its own IK systems but they need to be set up separately from the imported animations.

ancient echo
hybrid tinsel
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Well, you'd use it to supplement the animation, just like you do in blender.

lilac flax
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it works !

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I link the video there to show you the result

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should be online in 30sec

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Each eyes are their proper coliders and can be shoot with death effect, the only problem actually is the second part of the right eye that don't disapear (not the same sprite)

twin musk
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Hello, a fast question... I'm overriding animations when switching character, but some animatioms get stuck, dont play after the override, is it possible that the overriding animation needs to have the same amount of frames or lenght?!

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I make a new aoc at runtime... it works for all the animation except a couple of animation clips that are shorter (less frames/time)

lilac flax
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can't help sorry

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I'm a beginner too in animations

hybrid tinsel
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Very cute @lilac flax though I hope they attack first or I'd feel bad for randomly assaulting the poor thing.

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Some sort of flash or particle effect when you kill an eye might be good as feedback for the player

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@twin musk If the overriding animations are different lengths you might get transitions missed/skipped, but you can always directly call a state from your script to reset things if needed.

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Does it happen with exit time unchecked too?

lilac flax
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Yeah they will have a pattern ahah

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isn't that a beautiful draw? 😄

twin musk
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@hybrid tinsel hi, thanks, I guess I have sorted things out, you are right, it must be related to exit time on the transition ... I'm testing the solution

meager drum
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It's looking cool. Something about it gives me the impression that both the eyeball dude and the bird are painted on the wall though. Reminds me of that Zelda game where you could become a mural

lilac flax
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this is the goal

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this is a game where you play graffiti art

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and fight graffitis too

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I'll try to make it even more obvious

twin musk
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@hybrid tinsel yep solved, thanks, had missed that tick

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@hybrid tinsel do you know if there is a different way to search for the clipanimations to override with an Aoc at runtime? (not only by animclip name/index)

hybrid tinsel
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What other way would you need?

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isn't really sure.

meager drum
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Oh, well, in that case good job because that's exactly what it looks like 🙂

hybrid tinsel
twin musk
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@hybrid tinsel by referring the state name and not the animation clip name for example...

hybrid tinsel
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Well, script references to the animationclip generally return the state and not the animation

twin musk
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@hybrid tinsel but then I still need to know the first name assigned to the animation clip, this can be changed by me or someone else

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while then Attack state is gonna be called Attack state forever

hybrid tinsel
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hm

twin musk
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How would I animate the bar gradually filling up using only these two sprites?

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The one for when it's empty

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And for when its full

lilac flax
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hmm

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maybe just take the second one, put a dark overlay over it and just move this overlay to empty it or filled it?

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this is the best solution I think

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@twin musk

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By the way if you do this can you share your code ? 😂 I'll probably doing the same in 2 or 3 days for my game

twin musk
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Um I guess

lilac flax
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(this is also an easy way I think)

tame canyon
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can someone DM me if they think they can help me fix an animation issue?\

clear current
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Hi is the correct place to ask about time line?

hybrid tinsel
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@tame canyon no. Ask your question here.

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@twin musk if it is in the ui, you can make it a ui image and animate the fill amount

urban prism
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For Unity's Animation Rigging package: is there a way to set unparent an IK target? When my character moves, the target moves along with it and I want to avoid that.

unique halo
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I'm currently using Unity's Animation Rigging Package. I have a robot enemy and I'm using the Multi-Aim Constraint component on the guns. I've found that the guns don't actually aim at the player's transform though, there is an offset. I was wondering if anybody else had this issue?

A workaround which I am trying to implement is to calculate the offset of the gun's aim and the player's position, but I'd much rather have the component work normally.

charred flicker
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Any idea why Animation Rigging doing this? my Two Bone IK target has some offset to it for some reason.

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Ok I figured it out

twin musk
hybrid tinsel
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Thanks ❤️

hybrid tinsel
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I can dig out my hp bar script in a bit

hybrid tinsel
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hrm. I remembered, my hp bars didn't use masks so not quite as useful.

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Anyway, the main idea is to add a mask sprite to the bar you have on top, and move/scale that to hide the masked sprite.

twin musk
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is it good?

hybrid tinsel
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Is that the noid?

meager drum
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Knuckles I think

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lol, the noid. Blast from the past 🙂

paper cedar
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hey, i dont know if this belongs here or at #archived-code-general . Im setting up animation rigging for my enemy prefabs so that they can aim at the player. How can i get the players position and add it to the multi-aim constraint?

hybrid tinsel
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I think it fits either place, but you'll probably get more useful answers in there.

hybrid tinsel
urban prism
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does anyone have an idea of how to have ik bones lerp to their target with animation rigging?

wide peak
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the gun doesn't seem to move according to the animation it just stays in it's start position. All the other parts of the animation work as intended

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may it be because i'm using an avatar that doesn't include any weapons?

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i'm using an avatar for upper/lower body animation layering

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i'm really new to animating

tight rover
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AND IM RELLY NEW IN UNITY

meager drum
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@wide peak You probably want the gun to be a child of the hand, so that it follows where the hand goes without needing its own animation

wide peak
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why haven't i thinked of that

serene trail
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does some one know how to move the legs with inverse kinematics to the front instead of sideways

charred flicker
serene trail
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@charred flicker can't find that, and i lower version: 1.79

charred flicker
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Fuu I haven't used that version so I don't know how it could work there

serene trail
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So how would it be in the newer version?

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in case its the same

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@charred flicker and wich bone should i change, the one with IK?

charred flicker
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In armature edit mode, you select given leg bone and change roll on it.

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Also in this version there is Pole Angle you can try changing

serene trail
charred flicker
serene trail
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@charred flicker Unfortunately it does nothing

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: (

charred flicker
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Hmm I would try youtube tutorial on IKs, you might be missing something that you might find out that way

serene trail
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@charred flicker Found it, the angle needed to be forward, so it notices the right angle to bend, thanks

charred flicker
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Nice, no problem

silver berry
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hey guys any Idea why my 3D animation isn't working lol
I connected everything and the iswalking bool is also working lol
the animator tells me that the idle animation is going
but the walking animation won't stop

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but yeah it does register that it should play the walking animation.

uneven silo
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why does he do this when I try to apply an animation to him.

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i'm using a mixamo animation btw.

unique halo
paper cedar
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Also since this was a prefab that I wanted to be able to instantiate I couldn't drag and drop

teal frigate
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Can someone tell me why this character moves up a bit when I start the project? I'm assuming it has something to do with animation..

unique halo
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@paper cedar you could reference to the script on that prefab instantiation and assign that instance there.

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As in during the instatiation.

meager drum
uneven silo
uneven silo
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how do I disable animations from moving my charater in a circle after 50 cycles of it playing?

hybrid tinsel
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@uneven silo Bake the root rotation into the pose of the animation.

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@teal frigate Might be the skin width of the character controller being too high?

hybrid tinsel
teal frigate
daring kelp
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Hey guys I'm having a weird error with my Unity animator. I'm setting keyframes by recording the movements but it doesn't playback at all?
https://gyazo.com/17ed4868494d0cc8e7fede3f98e303ea

When I press off the Scene Preview I can see it is doing the movement but it still doesnt show it on the scene
Really not sure why this is happening
I have also tried just playing on the scene with the animator on and the animation on loop and it still didnt play anything
https://gyazo.com/f855ae0f7b1967811f8140dce352e930

daring kelp
keen cloud
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can someone help me with the animator i have a set of animations i wanna play for a top down game but whenever i move the character the walking and idle animations dont play ive watched multiple tutorials none are helping

rich slate
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are bools in the animator being checked every frame? If that's the case I might not use them for NPC characters

hybrid tinsel
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@rich slate Why not?

rich slate
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well its checking every frame

hybrid tinsel
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And?

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That will be the least of your worries in terms of animator overhead

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I mean, you don't avoid scripts with an Update() in them.

hushed ember
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Hi. does unity animation have the feature to make 3d character animations?

twin musk
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Some animation for my mirco game

hybrid tinsel
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@hushed ember Yes.

nova arrow
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Hi, I want to try to make some generic humanoid animations in Blender but I don't want to go through whole modelling and rigging process for now. I've tried working on a basic humanoid rigged model but it didn't have any IKs and it was hard to animate. I found this very nicely setup rig but I'm having hard time importing it to the Unity (export/import takes 10 mins and it freezes Unity). I think it has too much unnecessary data in it and not directly compatible with Unity. Can anyone help me with making this compatible with Unity; or finding a nice rig (preferably with finger bones) that I can study on creating animations for Unity?
https://cloud.blender.org/p/characters/5f04a68bb5f1a2612f7b29da

rich slate
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wierd question is there an actual way to blend in non looping animations? in this case, I want to mix different hurt animations together while another one is playing. I.e shot in the arm would blend with shot in leg while the other one is playing

winged wyvern
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Hello. Just have a question. So i want to blend standard scripted animations using a blend tree to achieve basic animations which I have already done. But, im trying to add parkour in to the game in a physically realistic way. By parkour i mean wall climbing, jumping over objects, etc... I would like to use some sort of hybrid where i keep the blend tree i made with normal scripted animations for the movement,etc... But in certain situations, i want to switch the animations to a physically based animation or root motion where i can let the animation control the player. So for example when the player wants to wallclimb the animations takes care of that.

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Any help would be needed as im not sure how to implement that. Thank you

hybrid tinsel
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@nova arrow That is definitely not a game engine suitable rigging setup... If you want something that will just work out of the box with Unity, I've heard that mixamo is good for that.

rich slate
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@winged wyvern Check out the asset puppetmaster, i was looking at it yesterday and it might be what you need

winged wyvern
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Yup, exactly that thanks. But id rather make it my self

rich slate
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ahh that seems tough

winged wyvern
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im a good programmer etc... i event study Compsci General enginnering. So im safe on that side but i just dont have that much experience with animations

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Kind of really need help

rich slate
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You can toggle that on or off and maybe use differnt layers with different masks. Like climb mask would controll full body, where as move mask controls only leg

winged wyvern
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well the thing is ima have to blend that with ik as well. So the plan might be, basic ragdoll first, constrainted ragdolls, animations blending using animation controller, and then ik for parkour,etc...

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Oooo true

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I can maybe do some avatar masks

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And use multi layer systems to weight blend

rich slate
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I think thers even an API that switches in and out different masks so you dont need multiple layers, my attemps with it failed though

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I just use an extra one and switch the weights

winged wyvern
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But root motion would be on the entire character

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That would ruin the contrained animations

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or? im not sure. any chance we can get in a call tommorow because im in central european timing and have a conversation about this where you can explain it a little bit?

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@rich slate

rich slate
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i wouldn't be able to help at all trust me im a complete beginner lol

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I'm using an asset just to handle LookAts because I can't reliably create my own

winged wyvern
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haha aha, thought you sounded pretty solid but alright. Its fine. Il check that link out and just build my own system that handles it i guess.

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Thanks a lot though man

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apreciate it

rich slate
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I would try unity answers,reddit, or unity forums maybe they can help

winged wyvern
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Well its more that i know basically what i have to do, but its more that i dont want to start doing this much work if i might do it wrong so im trying to get some insight

rich slate
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yea they might be able to point you inthe right direction on what API/commands you should or shouldnt use

winged wyvern
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exactly, people with experience doing a physical animations controller would know a lot more than me about what issues might come up and what possible aproaches i can take to speed up development and avoid annoying bugs,etc...

paper cedar
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Is there a way to have some animations in unscaled time and some in scaled?

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On the same gameobject*

hybrid tinsel
hybrid tinsel
lilac flax
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your animations are very beautiful

hybrid tinsel
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Thank you! A lot of the design credit goes to my art partner; I mostly do the rigging and animation(though that does involve a lot of drawing it is less flashy 😄 )

lilac flax
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oh you work with someone !

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are you working on a video game?

hybrid tinsel
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Yup. I do some of the drawing as well but I'm not nearly as good as he is.

lilac flax
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nice ! Your video game have already a v1 that we can try?

hybrid tinsel
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I had a demo of my main game, but it is offline now. I might do another sometime soonish

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And this one here is not even close to functional, it is just two characters and some animations

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yet 😄

lilac flax
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ahah

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ok

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don't hesitate to ping me when it will be online

true crow
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I have a problem with a fbx character, maybe can someone help me with this. Everytime im importing the fbx, the headbone is rotated around 90 degrees. if im checking the error on Blender, the armature making no problems...

winged wyvern
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@true crow try ctrl+a in object mode

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then select rotation

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On the headbone

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sorry, all bones assuming they're one rig

true crow
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yes thank you, it worked.

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👍

valid yacht
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How I can animate single child object?
I using Animation Rigging and I want animate target of two bones IK.

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I want play it independent, so as complete separate state.

sharp coral
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He R U N

hybrid tinsel
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@valid yacht You could put it on another layer, or give it its own animator.

subtle echo
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Hey guys, i'm trying to make this movement to my character (the upper half moves with the camera and the lower half follows when movement is large enough). i watched a lot of animation tutorials and i still have no idea how to achieve this. If anyone can tell me where to start or the main idea behind it I will greatly appreciate it.

uneven cave
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Hey, I am currently animating a 2d sprite in Unity that has multiple different indicators for attacks/moves. While I understand how the basic animation loop for jumping/running works, I am having trouble with animating when there are several different indicators that need to be animated at the same time. How might I go about the animation loop for if I need the jumping animation as well as the shooting animation at the same time?

hybrid tinsel
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@subtle echo You'd want to look into inverse kinematics for that. Mecanim has it built in, but there's also a more elaborate animation rigging system in the package manager if that's not enough.

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@uneven cave You can animate using additive layers for different animations that need to be mixed together.

rich slate
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Is there a way to setup a blend tree without any blending? I have 5 different walk animations but don't want to create a seperate blend tree for each one..because making transitions to attack animations would be hell. The only blending that is done would be from idle to motion

silver maple
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Considering this isn't a game discussion I'm going to assume this is a scam or phishing link.

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Any good example projects where scripting was used to animate gameObjects? I looked through the site and I saw some examples which leaned towards scripting Ethan for example. I'm also digging through the tutorial on animations. I'm just looking to get a better grasp on scripting rudimentary object animation.

latent orbit
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does anyone know how to export a curve animation from blender to unity?

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it doesn't seem to export since it doesn't use keyframes

rocky coral
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How do I make this?

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and sorry if Im in the wrong section

uncut salmon
rocky coral
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oh

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how I can make like this?

uncut salmon
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Create an animator controller for your object, and drag your animation into it. If this is all brand new to you, then you need to do some tutorials for animation. Otherwise you're just going to keep asking how to do the next step.

rocky coral
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yea ik

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can u show me on sharescreen please?

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how I can delete this

uncut salmon
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Again, if this is brand new to you, find a tutorial.

rocky coral
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uh

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im watching one rn

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"how to make a video game"

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but Im at the animation part and idk how to add it just this

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I get it

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but

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How I can go back at this?

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somebody?

uncut salmon
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Stop spamming this channel please. I don't know why you're watching a general video on making a game, and not finding one for how the Animator/Animations work in general.

If you want to create a new clip from the animation window, click the drop down and select Create New Clip:

rocky coral
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huh sorry

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but this is spam?

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I just ask things..

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like

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yea

uncut salmon
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This is is spam, yes.

rocky coral
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but thanks

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ok my bad

uncut salmon
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And like I said, if you don't find a tutorial on how the animator works, you're just going to keep asking "and how do I do this, and this and this". Which, you're already proving. This isn't a discord to teach you the basics of how this stuff works, there's official tutorials for all of this:

https://learn.unity.com/tutorial/controlling-animation

rocky coral
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yea I dosent know about the tutorials thanks

uncut salmon
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There are plenty of tutorials pinned in #💻┃unity-talk, you should have a look through them all.

rocky coral
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okay

viral hawk
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Hey so I have an animation problem I am trying to solve

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I am working on an FPS game. We have two rigs. One for the gun, one for the hands

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We play the animations on each at the same time so it syncs up.

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The problem is when we play an animation at half strength. The animation interpolation works differently for each rig since they have different bone structures

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So I guess the question is if someone knows of an alternate rig setup, or if there is a way to get the rigs interpolating the same despite having different bone structures

hybrid tinsel
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How different are we talking? Would you be able to use, say, inverse kinematics or a constraint to lock parts of one rig to the other?

paper cedar
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does anyone know why the first part of the animation plays slowly?

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story is, i have a glory kill system and it sets Time.timeScale to 0 but i want this animation to be able to play during that time. It plays alright but the first part plays slowly and the rest plays in normal speed

stuck coral
rocky coral
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Somebody knows why I dont see the LoadNextLevel script here?

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this is a example

stiff thistle
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hi

sand estuary
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Hey all, Im trying to reskin a game for a buddy, but a couple of the assets in his project use spine. I've never used it before, How do i change out the images with out breaking them?

rose glen
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I have a model in a standing idle animation. I want to play only the upperbody portion of an animation, but the problem is that the animation starts in a seated position, and then goes to standing. If I apply a mask, and bake into the root transform, it no longer moves up and down which is what I want. However, the model is now halfway into the ground. Is there any solution for this?

meager drum
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Isn't that exactly what you want? You'd need the lower half animation to take care of the rest

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If you mean you want the animation's root translation in this half though, I don't think you want to be baking it

rose glen
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The problem is I need the hips to be at the same level as the hips of my idle animation.

meager drum
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Well, if the idle animation is controlling the lower half here, and it's in "charge" of the hips, then that's what should happen when these are played together no?

rose glen
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Do I have to use separate layers or can I put them on the same layer?

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I've seen guides for using multiple layers to separate lower and upper body animations

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and applying a mask to that layer

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I have a single layer, and am transitioning from Idle to this animation currently

meager drum
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I think it's typically done with layers/masking, but I've only just started in this area myself so I'll defer to anyone with more experience

rose glen
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gotcha, thank you though

rich slate
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is there a way to prevent an animation limb to stay above collider level? one of my animations is causing the hand to go thorugh the floor. It would have to be dynamic since there may be slopes

meager drum
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You can adjust where it falls via IK. Try looking for tutorials/examples for how to do that with footfalls, it'd be the same idea

rich slate
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alright thanks!

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would it be expensive to have it track the feet and hands for more than say 10 chars?

meager drum
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I cribbed a script to do that with feet so my character doesn't stick her foot through stairs for instance, so I don't recall the specifics of how, just what it works with 🙂

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Good question. I wouldn't think it'd be too bad depending on what else you're doing, but you'll have to try it

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Might be a good idea to have a way to turn if off if the character is very far away/off camera/obscured if you're going to have a lot of them

rich slate
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yep

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pretty much it occurs because i have a hurt additive layer and the hurt animations are making a mess of the base layer

echo summit
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Which will be best to control body at runtime, animation rigging package or ragdoll joints?

sharp stone
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hey guys, i'm creating a prototype of medieval game and i need animation for warrior and mage. Any assest bundle or something with animation work for the Polygon assests?

mild imp
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I've got melee weapons and guns,

How do i set up a 3D character animation controller to potentially do top half and bottom half rigging? Or does anyone have any tutorials etc i can watch since i cant really find anything

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Or an entirely different approach

uncut salmon
#

Have you looked into the new Animation Rigging package? It can blend animations and IK in a pretty easy to set up way.

fleet veldt
#

so i have this animation where if the player is on the button the door starts opening until its open and if he steps out it closes but if i step out as soon as i stepped in the button it will finish its open animation and then do the closing one, is there a easy way to fix this to make it start from where it was and reach the end of the close animation, or do i need to make it trough script instead of animation?

mild imp
#

I don't like the sound of preview

uncut salmon
#

It was verified in 2020.X (not sure which officially).

mild imp
#

yea i just watched that, But i'm not sure if its what i need

bright bough
#

hello, I am trying to create a simple 3d FPS unity game. I am having trouble understanding how to implement Adobe Miximo animations to my character model. I have watched quite a few tutorials on youtube and am still struggling to get the actual animation to work in game. any help would be greatly appreciated. feel free to @ me or dm I am available most hours.

unreal sparrow
#

Hello. Blender adds Armature root bone after importing-exporting fbx. Does anyone know how to fix?

limpid terrace
#

How do i play two animations that are on the same object?

paper cedar
#

Does anyone know why the first part of the animation plays slowly and the second plays at normal speed?

sharp coral
#

Old man walkin, where will he go?

manic lintel
#

Hey when I click "open" to open the box then this animation displays(00000). It shows how much stars(currency) you won from the box. But when I try to open it a second time then the animation no more display.

#

Here is the code:

crystal chasm
#

How do I make animations on mac

manic lintel
crystal chasm
#

I am having a lot of trouble

#

I am not getting a litte arrow on the sprites folder

#

can anyone help

#

I have stuff in the folder but it won't drop down

#

as a list

manic lintel
#

I'll help

crystal chasm
#

ok

#

ty

#

what should I do

manic lintel
#

Take all your Idle photos with shift

crystal chasm
#

ok

manic lintel
#

Then drag them into the hierarchy

#

There you go

#

You created an animation

crystal chasm
#

I am on mac

#

how would u do it on mac

manic lintel
#

uhmm

crystal chasm
#

ok got it

#

tysm

manic lintel
#

Open the window "animation" I guess?

#

window -> animation

crystal chasm
#

what am I supposed to do next

manic lintel
#

Normally (windows) your folder opens where you can name your animation

#

It creates automatically an animationController and animation

crystal chasm
#

Should I just create an animation window and drag it there?

#

so this is what it should look like

manic lintel
crystal chasm
#

but it doesn't look like that

manic lintel
#

I think you didnt dragged them together

crystal chasm
#

I did

#

but it doesnt look like that

manic lintel
#

oh

#

Look at the link

#

For mac

crystal chasm
#

I am making a 2d game tho

crystal chasm
#

How do I make my project stuff like the picture above

#

@manic lintel

meager drum
#

That's just the zoom slider all the way left

#

Or just one-column view

#

Press the dots in the upper-right, and you can switch between 1 and 2 column view

twin musk
#

im having trouble trying to make an animation work for multiple objects... help?

#

So like

#

I want a spike animation

#

where it pops out of a wall

#

and it goes from
x=2.25
to
x=1.75
and then back again
But when I try to apply the same animation to 3 different spike objects

#

it goes die mode

#

and doesnt work

hybrid tinsel
#

goes die mode?

#

What exactly does happen

charred flicker
#

Hi, I am exporting looped animation from Blender, one leg goes seamlessly but the other does some weird stop on start of the animation, It is smooth in Graph View in Blender but in Unity its not smooth at all on that one leg.

twin musk
twin musk
#

The animations are not working

#

Can anyone help me

cloud escarp
#

Hello, any ideas why the animation looks correct in animation preview, but has weird rotations in certain bones in animatorcontroller?

twin musk
#

I can use blender to animate things and import the animations into unity right?

twin musk
#

Thanks

hybrid tinsel
#

@twin musk define 'not working'

#

@cloud escarp Is the avatar correctly configured? Are you using IK?

twin musk
#

I'm using Invector 3rd person controller

#

And i made that animator and when i press play is only playing the idle anim

hybrid tinsel
#

Ok? So is isWalking ever being set to true?

twin musk
#

No

#

I didin't set it to true

#

Because if i set it to true my character is going to play only the walking anim

meager drum
#

Well, yeah, you set it to try when the character is walking and false when not.

twin musk
#

Then what do i do

meager drum
#

I don't think we understand what the problem is. This sounds like how it's supposed to work.

twin musk
#

Wdym you don't understand

#

When i press W key is playing the idle anim

#

Not the walking anim

#

I want to play the walking anim when i press W key

meager drum
#

So set isWalking to true on the animator when W is pressed

twin musk
#

Ok

meager drum
#

Like, in code. I assume you have code to handle "W" already?

twin musk
#

now is playing only the walking anim

#

no

#

i told you

meager drum
#

Ah, never heard of it. I guess they'll have documentation on how to integrate animations then

twin musk
#

I already have created it with my animator controller

#

I already put the fbx file there

meager drum
#

Well, something isn't right. But I mean, if you're having trouble with an asset like that you should probably seek help from their forum/discord/support

acoustic obsidian
#

does anyone else has trouble importing .fbx animation into unity?

#

the animation component is there

#

But it says the animation wasnt imported in the inspector

civic anvil
meager drum
#

That's... pretty f'ing weird!

paper cedar
#

Hey can someone help me with some TimeScale x Animations problems?

meager drum
#

@civic anvil Are those actual animations or blendshapes?

civic anvil
#

Animations

wraith pond
#

hey i'm quite new to this i started making myself an animator controller but it's become a bit of a spagetti junction.. am i better off running most things off any state? it's like this

#

half the animations arent triggering now. not sure if it's just my code or something going on here

#

any tips would be amazing! 🙂

pine badge
#

Hi, so i'm using AnimatorControllerLayer, ChildAnimatorState.state to populate some animator states
But i can't find how to get from those states, to get the clips.
This is different than getting the runtimeAnimatorController.clips, btw

hybrid tinsel
#

@wraith pond You need to decide how you want the flow to work between animations; use any state if it can be triggered from anywhere, of course, but unfortunately there is only so much you can do.

civic anvil
#

What? what does this have to do with blendshapes?

paper cedar
#

Hey can someone help me with some TimeScale x Animations problems?

terse lava
#

can someone point me in the right direction for combining 2D running and attacking animations? most 2D spritesheet animation tutorials focus on single animations, but never a combination of them 😕

twin musk
#

I want to animate some arms for the types of guns in my game, but the arms are a different model from the gun, meaning it would be extremely difficult to match the animations for the arms with the guns. Its probably not a great idea to add the same arm models to every gun and each gun would have their own set of arms because it is possible to get proportions wrong. Is there an easy way I could have arms match the gun animations while they arent the same model. If there is a way to do the Idea I previously said in a way that the proportions would work out, please tell me how.

mint flare
#

how do i retarget to partial humanoid lets say missing a limb. because it doesnt recognise it as one

twin depot
#

Does unity have zero support for moving animation controllers

#

i would have thought it would keep references working since that's the whole point of the references system

#

but everything completely breaks

#

and on top of that you can't even move keyframes between channels

#

is there some standard plugin everyone uses rather than unity's, like for other stuff?

twin musk
twin depot
#

uh

#

right

#

this is mostly for property animating

#

also for your case, can't you just animate the guns and arms at the same time

twin depot
#

what

#

i mean just

#

put them in the right place in blender

#

where they will be

#

then animate them in blender together

#

at the same tim

#

e

fading horizon
#

Is there any way of run video in webgl? I need some help with this.

gentle meadow
#

Hello, my animation has Loop Time = False but my animator doesn't return to the previous state. Why?

#

Animator noob here suffering a lot 😛

hybrid tinsel
#

@mint flare Just use dummy bones for the missing pieces?

#

@twin musk You could use inverse kinematics for the arms, or you could just make synchronized animations in blender, or you could use a timeline to control both animators.

twin musk
static iron
#

Extreme noob question, I'm really confused about animating in Blender. I have the model imported, and i see the Armature.

However, most of the tutorials I watch seem to have a bunch of other things controlling specific pivots and move points.

#

^ Girl is an example, they move these colored controllers around and it enables them to control points relative to the character. How would I go about setting this up, learning about it, etc? Or should I just pose with bones and animate between each? Are the pivot points on my current character called bones? Really struggling here. lol

#

Also - what does weight painting mean? :D

meager drum
#

Those other controls are a rig.

gritty frost
#

@static iron Weight painting is what determines how bones affect the mesh

static iron
#

So I do not have a rig?

#

I just have bones.

meager drum
#

Right

#

A rig is a fancier layer built over bones/joints to apply more rules to how things deform, more constraints etc

static iron
#

I see.. so I need to rig my bones from my character then. Off the top of your head do you know if Synty assets come with a rig, or just characters with bones?

meager drum
#

Rigs like that generally don't transfer between applications as far as I know

static iron
#

I've seen a lot of people say that I should be using "Mecanim" but I'd really like to learn in blender even if it's the hard way I suppose.

meager drum
#

Like, you'd build one in Blender or Maya, and use it to animate in the same app. Then when you export your animations built that way, you have to bake the animation down because the rig doesn't get exported in a useful way.

#

Animating via a rig doens't mean you can't also use Mecanim (which isn't called that anymore I don't think)

#

For instance, if you get some "gameplay" animations from say, Mixamo, you can retarget them to your character via its Humanoid Avatar definition and use them fine. But you can also do more elaborate cinematic animations with a rig in your 3D app and export those.

static iron
#

I see, right now myself and my roomate are making a game and I'm doing the animation side. I wanna avoid miximo because I really want to learn on my own.

Your advice is really helpful, and clears a lot up for me. I guess I need to go down the path of learning how to rig a character. 😄

meager drum
#

I know absolutely nothing about actually DOING that sadly, so I can't help there 🙂 I actually hired a guy to do it for me because it was much more involved than I'd realized to do well

#

I originally had been thinking "Oh, I think I can make the bones/joints myself, it won't be so bad!" and then learned how much deeper it goes, lol.

static iron
#

Yeah I've definitely heard entire people's jobs being a Rigger for 3d stuff.. lol

meager drum
#

The weight painting is also critical to get right to make the model bend/deform just right

#

One example of a thing my rig does; if I bend my character's knee all the way just by her joints, it kinda deforms. Like, the calf sorta clips into the leg, and the knee stretches weirdly. That kinda thing. If I do it via the rig this guy made, it has built-in shape corrections for things like that

#

That's also where using the Humanoid Avatar thing (Mecanim) falls down, because it can only use the joints/bones for its animations. So I think it's more suited for simple gameplay animations like walk cycles and jumps, that sorta thing

#

Now, depending on the sort of game you're making that actually might be enough.

static iron
#

Just kinda at the beginning right now, trying to figure out setting up a rig :)

meager drum
#

If you're doing it to learn that's a good reason by itself. But if you already have a ton of things to learn then take the time to consider whether your game will actually need it.

novel oxide
#

Hello I need assistance concerning the Animator layers and Animating a Customize able Player character. Basically I have created Child objects like the picture below. They have their own animation states, though the Animator Controller is the same as the Parent Object (Player).

#

I have setup the Layers like this

#

The issue I'm having is that the Sword does not Render at all. In fact the others don't render either.

#

No matter what weight I set them to.

hybrid tinsel
#

@novel oxide You have sync enabled on the sword layer, so that layer will always play the same state at the layer it is synced to

#

And if there is no layer set for that it will do nothing

hushed ember
#

when I set the character model to humanoid and configure. my character go into curl up when i m going to make an animation clip

#

I spent the whole day trying to figure it out😧

#

anyone know why?

#

how to fix thid

novel oxide
hybrid tinsel
#

Yeah.

novel oxide
#

According a tutorial i was following, the layer Weight is supposed to make it appear tho

static iron
#

Hi, had a question about IK. I've setup IK for the legs, however I'd like to have some IK for the feet so that they don't go into the ground when my character is posed crouching. I tried to show the issue, and show how i'd like to have it setup. Any guidance would be appreciated!

placid zodiac
#

how do i reset trigger for all trigers at once?

#

without typing it all out

slow idol
#

I have a walk animation and an idle animation. The idle to walk transition works perfectly, but the walk to idle transition changes instantly even though i have set the transition duration to a high value. It looks perfect in the preview though, so the problem is only in the scene. Does anybody know how to solve that?

paper cedar
#

Can someone help me with some weird TimeScale x Animations problems?

clear orbit
#

I have recently aquired knowledge to share

clear orbit
#

But you can use rigify

#

unless you want to learn lower level stuff, which would be great, but won't get you nearer the finished project faster

paper cedar
#

Hey, im having some trouble with animations changing speed while playing, can someone help me with that?

twin musk
#

yea im having the same problem

paper cedar
#

really, i didnt expect that

#

Whats your problem?

twin musk
#

there is nothing in the section

#

i was watching a tutorial for player animation and they have a space there to change the speed of the animation

paper cedar
#

Oh, i havent heard of that feature, if the animation is not too complex you can move around the keyframes

#

let me look it up though

twin musk
#

ok

#

its just 2 frames

#

i tried to move the frames apart but it didnt really do much

paper cedar
#

oh

#

wait

#

go to your animator

#

and select the animation state of that animation

twin musk
#

ok

paper cedar
#

it has a speed parameter

twin musk
#

oh ok

#

thanks

paper cedar
#

you're welcome

opaque wren
#

Hey I have it like this but the SneakDown animation is played every time I start the game

meager drum
#

There’s no way it can be based on this. Either null isn’t null and accidentally has the sane animation as sneak down or this isn’t the animator controlling your character

#

When you run the game what state is shown active?

opaque wren
#

Oh I am stupid xD

#

I saw that I had applied the change to the Main Camera itself

#

But why do I get these errors?

#

Oh nvm

static iron
static iron
#

or anyone that can answer this question :)

hybrid tinsel
#

@twin musk In current versions of unity that setting has been moved to the menu in the top right of the animation window. It doesn't affect the speed, it affects the sampling rate(how many frames it uses per second) so it will affect the smoothness of the animation in addition to the speed. So to adjust the speed you should usually use the speed parameter in the animator, like Rimbo suggested.

static iron
#

Video of the issue T_T if anyone knows how to fix

gritty frost
#

Maybe some of the vertices are being weight painted on to your IK targets?

meager drum
#

@static iron That just looks like how rigs work.

#

@static iron The limbs look like they're trying to solve via IK the position you're putting the hips in, and when you pull that far you're giving it an impossible task

#

Usually there's a global node or something around the feet if you want to reposition the entire character in world-space, but all of that depends on how the rig was made

#

You can also turn off IK and use FK instead if your rig has options like that, then it would stop doing that as well

static iron
meager drum
#

Oh, I see. Less clear what that would be. What did you change between the first drag around and the second?

static iron
#

I used the unity converter thing

#

plugin :<

#

I'm also unable to delete these bones for some reason, I see them in the viewport but can't click on them

meager drum
#

Kinda looks like there's some verts not weighted to joints? Is there anything at the point other than vert when it's stretched out?

static iron
#

trying to figure that out now!

paper cedar
#

Hey, I am having some problems with my animations. I have a character with some animations and i want one of them to be in unscaled time, i have tried changing the animator's update mode to unscaled time right before i call the animation but the animation plays slowly at first and then speeds up to normal speed. Is there a way to fix that or a better way to get the same result?

clear orbit
static iron
#

I ended up getting it working, its pretty cool

clear orbit
#

Oh right. well last night i was thinking " i have to rebuild the rig in Unity". so this is good news

static iron
#

its a little tough to get working, but really cool once u do!

clear orbit
#

Cool.

static iron
#

When your rig gets converted, make sure you repaint your weights.

#

or it will be messed up

clear orbit
#

Thanks . I haven't touched weight painting yet, but will kepp it in mind

#

guess i got to to start learning it now

twin musk
flat bison
#

nvm

keen cloud
#

i had an animation in a project i dragged it over to a new project and the transition in the animator says this

twin depot
#

How do you allow an animation to be interrupted halfway through

#

right now, even with a transition duration of 0, it waits for the whole animation to finish before the transition starts

#

huh weird

#

it was a different transition that had exit time on

#

woops that hasn't fixed it

#

is the animation system just like

#

quite broken

#

it seems to not quite realise that a transition should be happening for some time

#

does anyone actually use mecanim

#

fuck it i'll just use Unreal instead

fleet veldt
#

xD

#

kind of need it too

#

want my door to stop the animation halfway trough and start doing the close one but from the middle of the animation not to actually move all the way into the wall xD

twin musk
#

Does anybody know how to make big mythical giants but realistic

#

Like this

#

If you can i will contact you in few weeks

uncut salmon
#

@twin musk There are official forums for finding help, they're pinned to the #💻┃unity-talk channel.

twin musk
#

Oh

#

I didnt know

pine badge
#

Is there a way to find the association between animator's state and the clip it has? Whether in runtime or editor? (Preferably runtime)

hybrid tinsel
#

@twin depot That was a whole saga for like, 5 minutes.

#

There are all sorts of broken things, but you didn't actually post enough information about your setup to try to debug it.

#

One likely cause of your problem could be having keyframed values at the start of your animations, which would prevent the sort of blending of states you're talking about.

static iron
#

Hello, so I have my rig, and I have it unity now.

I have a bunch of character meshes that I want to now use with this rig. However the assets are just meshes, nothing more. Do I need to put the mesh into Blender in order to attach it to the rig, or is there a way to attach just a plain mesh to a rig inside of unity?

meager drum
#

You'd need to build the joints/bones for the meshes at least, they need to be skinned/weighted to something

static iron
#

Can you build those in Unity?

meager drum
#

I don't actually know, I never looked into it

static iron
#

Hm, what if they already have a different rig?

meager drum
#

When you say rig in Unity, are you talking about the Humanoid Avatar definition?

static iron
#

yea!

meager drum
#

You would build each mesh a skeleton and weight it etc. Then if it's similar enough you can use hte same avatar definition on import. If it's not, you create a new one for that model. Either way, once they both have an Avatar definition you can share animations between them

static iron
#

i see.. I think I understand

cerulean pasture
#

Hey i have a problem with a mixamo animation to run , my animation dosn't work at all my body just froze

pine badge
#

Ok so i'm doing this, and it works
j.state and j.state.motion is the state and the clip of the state

But i can't access a blend tree's array of motion. Anyone know how to get that?

#

Also, my substate containing several states, don't get called either

#

Ok i figured out the BlendTree. If j.state.motion is BlendTree can work

But SubState, what's the class name for this?

#

Ah got it. Something like this

#

Or not..
That returns the state machine for the layer. Even if i have a substate in the animator, stateMachine.stateMachines.Length always return 1?
I was hoping there's a ChildAnimatorState.stateMachines and check its Length, to know if it's a substate, but this is not a thing?

lilac nest
#

Question, is there some way to prevent my model from getting back to where the animation started from?

#

when it ends?

#

(mecanim)

meager drum
#

A few possibilities. If it's a looped animation, you may have keyframed the starting position into the last frame. If that's the case, you could tell it to not include the last frame of the animation on import, or fix the keyframing.

#

Another possibility is that you aren't applying the root motion when it plays. Watch it play in Scene mode, does the collider/controller move with the animation or is the mesh wandering away from it just to get sucked back?

lilac nest
#

the latter

lilac nest
#

@meager drum I am now facing both :v

#

I think I'll just loop the pose

unkempt ice
#

Hey Guys, I am working on a remake of a project for my school. I'm making a game based on the extinction of the dinosaurs. I really am not an artist so if someone would want to do art for my project please DM me. (pixel art) I cannot pay bcs it's a fun project.

twin depot
#

doesn't that make most kinds of blending impossible

twin musk
heavy olive
#

hello y' all! we are developing our first game in Unity, things are going well for the most part, but we have run across some issues, most of them related to how we were doing our animations (png sequences at 2000x2000 exported from Dragonbones).

Turns out that was a very inneficient way to go about it, and its a performance issue. We are trying to figure out the best/most efficient way of changing our assets. It seems spritesheet is the way to go (2D). Still, we would like some advice on best practices for things to go smoothly.

As it is right now, each character has around 143 mbs in just animation frames. I come from a photography background so I am used to having high res, but it seems that is not the meta for efficient sprite use.

Anyone who is well experienced down to help as a consultant? Can compensate hourly.

sharp coral
twin musk
#

ok so i have an issue with my animation. If i don't tick loop time my character is not playing the animation and if i tick loop time the animation looks weird
how do i fix this

hybrid tinsel
#

@twin musk define 'weird'

twin musk
#

wait

#

i'll show you an example rn

hybrid tinsel
# twin depot doesn't that make most kinds of blending impossible

It weights between the values of each animation at the given time(usually with an offset for the second animation). It works great for, say, transition between a walk and a run for instance. Or from transitioning between complete animations, like door closed > door open > open door > door close > door closed. You are interrupting the opening animation and transitioning to a starting pose in your second animation rather than the finished pose.

twin musk
#

i found on youtube a guy that has the same problem but he fixed it

#

look

#

look at the walking animation at 1:05

#

i have the same problem

hybrid tinsel
#

This better not be just tricking me into watching fnaf videos 😛

hybrid tinsel
#

I'm really not sure what I'm looking at, and what is wrong with the first one?

twin musk
#

the walking anim

#

and look at the second video

#

he fixed the problem

#

somehow

hybrid tinsel
#

Can you just, like, show me yours? it is really hard trying to pick at details in those videos.

twin musk
#

is the one from the first video

#

exactly like that

hybrid tinsel
#

You can't describe it or show it any more clearly than that?

twin musk
#

nope

#

idk how

hybrid tinsel
#

I can't see anything. My phone screen might be too small.

twin musk
#

bruh

#

then how can i show you

#

in the first video the ears are not moving

#

for example

#

and in the original animation the ears are moving

hybrid tinsel
#

You can record a proper video that isn't a black mess. And you're acting as if I should know how it's supposed to wiggle the ears?

#

You said it was a problem with the walking so I thought it would be the legs or something.

twin musk
#

yeah

#

the full animation

#

not only the ears

hybrid tinsel
#

I mean, you just aren't giving enough information about your situation to tell what could be wrong.

twin musk
#

..

thorn wind
#

Yeah i have no clue what you're referring to either.

twin musk
#

the animation

#

looks different

#

when i tick loop time

#

and if i untick it the animation doesn't play

thorn wind
#

well it does play, but only once.

#

if tick it, then it loops it. It's doing what it's supposed to do.

twin musk
#

yes

#

i mean in the preview tab the animation looks normal

#

how it should be

thorn wind
#

You need to be specific. No one know what "normal" means, or what animation you're referring to even, or what happens, and what doesn't happen, etc.

twin musk
#

normal - original animation

#

how it's made in blender

#

the original animation

#

and in unity the animation changes

#

it looks different

thorn wind
#

Ok, so specifying what looks different would be great. What are you intending it to look like vs what it looks like now.

#

Take a few minutes to write it out, post some screenshots, don't rush it.

twin musk
#

just look at both videos

thorn wind
#

Looks the same to me, idk what im supposed to be looking for, again..

twin musk
#

bro

thorn wind
#

Just slow down man. Explain it with your stuff, not with someone else's animations. Let's focus on what you have.

twin musk
#

THE animation

#

i did

hybrid tinsel
#

If I told you my dog was acting weird and refused to explain any further, how would you suggest I fix that?

twin musk
#

i explained everything

twin depot
#

animations sometimes just won't be transitioned from halfway through?

hybrid tinsel
#

@twin depot Not sure what you mean; if the transition isn't happening at all that is a very different issue.

twin depot
#

i have animations with no exit time

#

most of the time, a transition will happen the instant the conditions are satisfied

thorn wind
#

@twin musk Can you just use your own project as an example, and not someone else's? We don't have contact with him, we have no clue what is even happening there or how it's set up. However, we do have contact with you. Show us your project. Take 10 minutes: show us your set up, create a video/screenshot showing what's going wrong specifically even circle it if you need to, and then let's chat.

twin depot
#

however if it's close to the end of the animation loop, it will wait until it's partway through the next loop before actually switching

hybrid tinsel
#

@twin depot If the transition duration is long enough it could be that it starts to play the next loop during the transition.

twin depot
#

zero transition duration

hybrid tinsel
#

When you play the transition, what happens inside the animator?

twin depot
#

when i play from preview it works fine

#

but when actually playing

#

i can see the bar fill up, then go back to the start

#

then the transition happens

#

only if the bar is close to finishing

hybrid tinsel
#

Weird.

twin depot
#

tbf it's not that big of a problem for a poc

#

and i'm probably gonna switch for the actual thing

hybrid tinsel
#

I usually do doors and similar by having single frame animations and just animate it using the transitions.

twin depot
#

yeah that makes sense but

#

this is a run cycle

#

well run/walk

#

and it's just weird to have e.g. the arms get to one extreme and then start moving back after the player stopped running

vagrant glen
#

hey guys I'm trying some simple procedural animation and I managed to get the IK targets to update properly, but the mesh is not actually moving along with it? Anyone have an idea what I may be missing?

static iron
#

anyone familiar with rigify?

#

having some issues with ORG bones being put in the DEF layer

static iron
#

ended up fixing it

tepid warren
#

I want to make a sword attack animation what type of parameter should I use? I know what every type of variable means but no idea which one should I choose

tepid warren
#

nvm figured it out thanks anyways <3333

brisk pendant
#

Hi I have a problem with some animations in FBX. In order to using some models with Emeral AI i need the forward animation and the left and right. I have the forward animation so I uses Maya for rotating the animation but when I do that the new FBX file in unity seem to not work at all, the rotation is not applied and the animation do nothing at all. I'm pretty new in Maya but I got help of someone that know the program. (I can share the FBX if help solving the problem)

clear orbit
#

Hey . anyone know if my non-rigify IK stuff can be transported over to unity....or is it only through rigify that that can happen?

hidden veldt
#

Don't ask here, that's not what this server is for.

radiant storm
#

With the Animation 2D package:
How could I copy the geometry, aka the vertices from one sprite to another (to animate multiple sprites the same without recreating geometry and bone weight etc. for each)?

There are functions like SetBindPoses and SetIndices (which are the triangles), but no SetVertices (and the vertices variable is read only).

radiant storm
#

So have sort of found a solution by looking at what PostProcessSpriteMeshData in SpritePostProcess.cs does. Effectively using SetVertexAttribute and SetIndices():

    source.GetBindPoses()
    source.GetBones()
    source.GetVertexAttribute<Vector3>(VertexAttribute.Position)
    source.GetIndices()
    source.GetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight)
    source.GetVertexAttribute<BoneWeight>(VertexAttribute.Tangent)

Note, you have to convert the "nativeSlices" into regular nativeArrays for the Setters to work.

dapper sentinel
#

Hey sorry if this is the wrong chat for this but i'm new to unity and whenever my animation starts it sets the position of the object back to where i animated it

#

this could be something simple but i wouldn't know, sorry if its a dumb question

radiant storm
#

Guess you have tried the ApplyRootMotion function checkbox? Otherwise you might need a parent object for the one which contains the animator. Then everything you animate should be automatically relative to that parent.

dapper sentinel
#

I'll try the adding a parent object

#

Oh that worked. sorry i didn't know it was that easy

#

thank you

radiant storm
#

No problem, wish you success 🙂

meager drum
#

I think you'd want to edit the curves on the properties that need to behave that way to look like this:

#

So that the next stop has 0 effect until it hits'\

#

Then it shouldn't matter what framerate it's techincally running at

#

That's still got an ease in, you want it literally veritcal I think

#

The properties are available to editor scripts believe, so that should be possible.

#

On the scale property, yeah. Ive never done it, but maybe the folks in #↕️┃editor-extensions could help get you started. Unless you plan to change that in Blender or Maya or something

#

Ah, gotcha

#

I would think it's possible at runtime too

#

But I've never done it so I cant promise

#

I wonder if it's possible to run a script after the animator... like, lateupdate or something, and apply a floor() function to the scale property(ies)

#

I just did the one above manually to make sure I could

hazy arch
#

Hello, I'm new to Unity and I'm trying to create a FPS game. I'm ok with the environment, gun mechanics etc. My only problem are the gun/hands animations. Does anyone have an asset to suggest? Or something I could do to add hands and their animations. I want hands to interact with the guns, reload animations etc.

flint stream
#

why isnt graphicsgale working someone help i need the pixel art for my first project

languid karma
#

Does anyone know a way to play a animation without using transitions? Like not needing to use the arrows at all? The way my AI works would really be better without them

tacit pendant
wraith pond
#

hey i am building a simple streets of rage type game with pixel art.. I've done all the animations in external programs so far but i heard of the nesting technique in unity where the character is made up of nested body parts.. is that a better way to move forward with the project even with pixel art or am i better off sticking to what i know? It does take a long time drawing out each frame 😦

uncut salmon
#

You really only need to break your character apart if you intend to either rig them, or have swappable body parts (for example, character customization).

#

If you aren't doing any of that, then traditional sprite sheet animations are perfect.

hybrid tinsel
#

@inner spear Just select the keyframes, right click and change both tangents to constant and the interpolation to broken.

#

(Picture is from the graph editor but it is identical in the animation editor)

finite fog
#

i make an animation how do i do the animation auto start when the game begin?

olive rampart
#

is there away to animate blender models in unity? im bad at animating in blender and i dont get it so i was wondering if there's a way to animate said models in unity instead

glass gale
#

how does the flipped x axis work in blender, i have copied the pose and hit paste x flipped pose, but it just pastes the exact same pose?

hybrid tinsel
#

@finite fog Make sure your object has an animator and that the animation you made is the default state for the animator.

#

@olive rampart You can animate entirely in unity, yes.

olive rampart
#

oh sweet

#

how do i do that

hybrid tinsel
#

The most important thing to remember is to put the animator on the top object in the hierarchy.

#

Not on the parts you want to move.

mellow chasm
#

uhh is this where id pose a question about blend trees nor working?

#

hi

hybrid tinsel
#

A single animator affects all child objects.

#

Yes, @mellow chasm

mellow chasm
#

so in the script i have movementSpeed (the same name as the parameter in unity) 0.5f

#

and i set the threshold to 0.5

hybrid tinsel
#

Ok

mellow chasm
#

but it doesnt switch to the runcycle

#

do i have to mangle them in a certain way in the animator base layer?

hybrid tinsel
#

Usuallly the threshold is exclusive(that is, you need to go higher than that)

#

You are setting the animator float to match the version in your script?

mellow chasm
#

uhhh could you rephrase that a little dumber?

#

the movement speed in the script is

#

3f

glass gale
#

what am i doin wrong? his left leg goes up again after flip?

hybrid tinsel
#

@mellow chasm Unless you use SetFloat() in the script it won't change the value in your animator

mellow chasm
hybrid tinsel
#

And I'm not sure how you have your animator transitions set up. Or is it a linear blend?

mellow chasm
#

soo this is the blend

#

and the animator is lame like i didnt touch it

#

i didnt see indian tutorial man touch it 😔

mellow chasm
# mellow chasm

and it has that weird value during playtime but its 0 when im not running the game

hybrid tinsel
#

Why are you damping the setfloat? Your input should be handling that already

#

You can probably remove the last two overloads in it

mellow chasm
#

idk the guy in the tutorial said itll blend smoother so i just followed

#

overloads

#

fact about me today is the first day i started touching code sorry i shouldve mentioned that

hybrid tinsel
#

Overloads are when a function(in this case SetFloat() ) has optional extra stuff you can add. In this case dampening that moves the float over time instead of setting it directly.

mellow chasm
#

mmmhmmm

#

shouldnt time.deltatime remain tho?

hybrid tinsel
#

It can be useful for when you are feeding it values that aren't already damped.

#

No.

mellow chasm
#

o

#

mmok ill try that

hybrid tinsel
#

Unity's input system has smoothing built in.

mellow chasm
#

i got compiler error now

#

should i mention im using an older version of unity

#

: )

hybrid tinsel
#

Yes, you should mention that; it makes a pretty huge difference.

mellow chasm
#

sorry aha

hybrid tinsel
#

And I'm guessing a very old tutorial too, then?

mellow chasm
#

;;;;

#

2019

#

the tutorial

#

unity 2017

#

.2.3f1 (?)

hybrid tinsel
#

Is there any particular reason you're using an old version?

mellow chasm
#

well i was using unity only to test shaders on models and animations when i worked for a game so i never really needed it

#

untill today

hybrid tinsel
#

Not that it should matter too much for this particular issue but it does generally help to be on the same page as everyone when you ask for help 😄

mellow chasm
#

yeah i figured sorry for that

hybrid tinsel
#

Anyway, I am unfamiliar with this tutorial, so I'm not sure why he's halving the input either

mellow chasm
#

mmm i think because he had a walk cycle and a runcycle so like the walkcycle was .5 and run was 1

#

but i only have run so i did the .5 ordeal

#

my char plays the idle when moving and he moves fine just doesnt actually switch to the runcycle

olive rampart
hybrid tinsel
#

@mellow chasm Try animator.SetFloat("MovementSpeed", movementInput.magnitude); maybe. Then you set the thresholds in your blend.

#

@olive rampart You hit the red circle button and then you can start setting keys on the bones of the object.

mellow chasm
#

still nothing

olive rampart
#

ok

hybrid tinsel
#

@mellow chasm what numbers are you actually getting in the animator? And show me the blend setup?

mellow chasm
#

and uhh

#

in the animator

hybrid tinsel
#

No, that's the graph. Show me the blend inspector

mellow chasm
#

o

olive rampart
hybrid tinsel
#

The thing like

mellow chasm
hybrid tinsel
#

And show me the code that actually creates the movementInput variable.

#

@olive rampart I suggest watching a tutorial; me typing it out in painful detail will not be as easy as just watching someone do it.

#

I won't be able to describe it better than the manual

olive rampart
#

but when i search for tutorials i cant find any good ones, which is why i went here in the first place

mellow chasm
#

UhHhHhH this?

olive rampart
#

usually i can find good tutorials, but i cant find anything for animating blender models in unity

hybrid tinsel
#

Ah, I see why he had the deltatime stuff. Because he's using GetAxisRaw instead of GetAxis

#

@olive rampart Forget the 'blender models' thing

#

Just look up animation in unity.

olive rampart
#

ok

hybrid tinsel
#

Unity doesn't care where the model came from as long as it is properly rigged with bones or subobjects.

mellow chasm
#

i tried like restarting unity lol

#

didnt change

mellow chasm
#

IT WORKS

#

i would like to thank the academy

#

and sapling tree games and the 30 forums from which i frankensteined the script and of course

#

official unity discord server

finite fog
#

why this is not working?

finite fog
#

i want the hat start the animation when the game start

fallow wagon
#

How to fix this i want my animation to keep going forward forever without resetting the position every time before the loop

meager drum
#

Uncheck the Bake into pose setting I think

#

Though, if you started the animation by copying your first frame to your last, you might also have put the forward translation for the start in your last keyframe. In which case, either fix that key on the last frame or skip importing the last frame

fallow wagon
#

@meager drum yes unchecking the bake position for XZ worked thanks a lot

coral geode
#

Does anyone have experience with full body fps rigs, I'm trying to find a good way to animate fingers and weapon handling when using arm IK. I'm currently having an IK solution for each finger and animate the targets and poles, but this is probably a bad way.

calm basin
#

Guys, how do i achieve a smooth animation like this ? This is probably not spritesheet. Is there a way to make a curved limb in unity ?

coral geode
#

I believe you can download a package for 2D bones

calm basin
#

I believe you can download a package for 2D bones
@coral geode can that give me a good looking curved limb ? Like some psrt of the stickman is curved I don't think that unity package can achieve that

hybrid tinsel
#

@calm basin it certainly can.

coral geode
#

I think that's exactly what it can do ;p

crude hollow
#

how does the base layer transitions to a sub state machine ?

#

for example i have a transition on the landing part like so

#

then it would travel into fall

#

but there wouldn't be any transitions ?

dusk granite
#

uhh i don't get how to solve missing transforms in animations

#

i used to do it once, but i completly forgot how to. i can't drag the game object into the field is so idk what to do

glossy belfry
#

Guys I want to play my animation through code, but I have blend trees too, can I play them with code too?

#

This maybe was a stupid question but I'll leave it here cause someone might need it, the answer is yes you can as a normal animation

coral geode
#

you can by making some parameters in Mecanim

#

you can assign these in the blend tree

#

and do animator.SetFloat

hybrid tinsel
#

@crude hollow You have two conflicting conditions on there, it looks like?

#

@dusk granite The anim is a text file you can edit the transform names in.

dusk granite
#

where is the text file?

#

one thing i did try was going into the animations thing, press f2 on one of the missing transforms and change the name there (since it works like a "directory")

#

however doing so, led to some whacky position changing, that might be a faulty animation tho so idk

calm basin
#

Guys, in the skinning editor, how do i put the bone on exact position with number ? Or maybe is there a mirror like in blender ? Or maybe i can snap it at something ? These things are messy

finite fog
#

i want the hat start the animation when the game start
why this is not working?

placid zodiac
#

how do i know when the animation starts?

#

i tried GetCurrentAnimatorStateInfo but it returns idle which is not playing -_-

lethal spindle
#

Hey Im having issues with my animator code
it works correctly when there is w/s or up/down arrows
its got me stumped

#

``

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

public class ThirdPersMovement : MonoBehaviour
{

    private Animator animator;

    public CharacterController controller;
    public Transform cam;

    public float speed = 6f;

    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;

    private void Start()
    {
        animator = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if(direction.magnitude >= 0.1f)
        {
            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);

            //animations

            if (Input.GetAxisRaw("Vertical") != 0)
            {
                animator.SetBool("isRunning", true);
            }

            if (Input.GetAxisRaw("Horizontal") != 0)
            {
                animator.SetBool("isRunning", true);
            }

            else
            {
                animator.SetBool("isRunning", false);
            }
            
        }

    }
}
hybrid tinsel
#

@lethal spindle What is the issue?

lethal spindle
#

the character wont up date when velocity is 0 and the character doest do the animations i want when pressing wsad

#

the code is abit different now because im troubleshooting

hybrid tinsel
#

Your entire animation updating is inside the if(direction.magnitude >= 0.1f)

#

So it will only update while moving.

lethal spindle
#

hmmm

hybrid tinsel
#

The whole animations section would need to be outside that if statement.

lethal spindle
#

ok

#

ill try it

lethal spindle
#

It didnt solve the issue unfortunately

#

Still fiddling with it

teal lion
#

how could i bake an animation on unity to use it after on blender or other programs?

hybrid tinsel
#

@teal lion There is an official fbx exporter now but I don't know if it handles animation.

#

hm, apparently it does The FBX Exporter package provides round-trip workflows between Unity and 3D modeling software. Use this workflow to send geometry, Lights, Cameras, and animation from Unity to Autodesk® Maya®, Autodesk® Maya LT™, or Autodesk® 3ds Max®, and back again, with minimal effort.

#

Though not sure if you need to have an autodesk software installed

meager drum
#

@hybrid tinsel You don't, but they provide integrations for Autodesk stuff to enable easy round-tripping

hybrid tinsel
#

They were asking about blender though 😄

#

Good to know anyway

meager drum
#

I know, I meant that all you miss out on is the easier round-tripping. You can still do it manually

twin musk
#

i am trying to make a player model hold a rifle. but i am confused on whether i should parent the rifle to the player and then set up a pose for it or do i use ik. im kinda confused and need a little help.

hybrid tinsel
#

@twin musk You could do either; there is no one right way.

manic scaffold
#

Is there a way to have an audio clip play through the Animation tab when scrubbing through it's frames?
I need it for lip syncing

limber dagger
#

how to set a speed of a particular animation clip inside animator?

#

i am not looking for animator.speed, but let say I have animation clip 'left strafe' i want to set it's speed only

fallow wagon
tidal verge
#

._.

teal lion
twin musk
#

How would I manage to attach a gun to a player, I’m very confused on this on whether I should parent or use Ik. Does anybody have a tutorial or some info?

#

I’m very confused and would like some help or maybe a tutorial ?

hybrid tinsel
#

@limber dagger there is a speed control in the inspector for each state in the aninator.

wraith pond
#

i'm finding my animation for attack is delayed and i noticed has fixed duration was on, taking it off seems to help but i'm still not getting really responsive hits, i've also got has exit time off, anyo other tips?

#
  • is fixed duration something that people commonly use to help?
ornate oyster
#

okay having slight issues with sorting layer, if lets say i make a topdown game and i had a pillar. how would i actually make it so that my player would appear behind the pillar when they are behind the pillar, and infront of it if they are infront of it. currently it clips thru it or looks like the player is floatin

blazing sandal
#

kindly help: I am attempting to programatically change animation controllers. i have found many, old, directions online doing so; none functional.


animator.runtimeAnimatorController = (RuntimeAnimatorController)Resources.Load("Basic Motions Pack/AnimationControllers/BasicMotions@Clap01", typeof(RuntimeAnimatorController));```

it could possibly be the string to the animation controller, despite that being the path. 
advice?
finite fog
#

How to do a loop with the animator?

willow heath
# ornate oyster okay having slight issues with sorting layer, if lets say i make a topdown game ...

the best method for this is by making a script and calculating the z distance to the camera (or their transform z position in general)
store your initial order value for that sprite in Start
then, you access the layer order of your object/sprite
then you do something like

yourSprite.sortingOrder = initOrderValue + distance;

put this script on every object/npc in your world if you want it to be rendered properly according to the z axis basically

willow heath
finite fog
#

I have a image and the image animated with the thing animator and it doesn’t loop

#

@willow heath

hoary saddle
#

hey can anyone help me setup my animations for my character? i had them set up but i had to change my movement script completely so i lost my animations

blazing sandal
hoary saddle
#

im in 2d

#

will it work the same?

blazing sandal
#

if you remove the vertical axis stuff or you allow jumping. should still work. yes.

#

that is, im the scripting. making animations and controller is the same.

hybrid tinsel
#

@ornate oyster There are a lot of possibilities. A custom sorting axis can be used, or you could use a script to manually adjust the sorting layers based on position.

rich slate
#

does the Animation Rigging Package still work with new unity projects?

uncut salmon
#

Yes

finite fog
#

I have a image and the image animated with the thing animator and it doesn’t loop

obtuse roost
#

when i try to animate a box collider to collide with another one, in this case a fighting game character trying to punch another character in the chest, it doesn't register

#

google isn't helping and i'm scared my professor isn't going to be able to help
and if i can't figure this out the project is toast

#

i know it's a simple concept people have done it before but it seems impossible to get a box collider to trigger when it's being animated, and this is a 3D project

#

i tried animate physics as well, using primitive box colliders. steps i've taken to debug this is printing out the name of the game object that collides with the chest. the fist punching and animating never shows up

#

please please whoever figures this out help

gentle wind
#

If this involves collision detection I'm curious how you expect anyone to help without posting a code snippet.

#

as I've said in your previous post

#

Nobody here is going to steal your code I promise you

obtuse roost
#

i don't really have any code for this

#

it's just all done in the Unity UI

meager drum
#

Visual coding?

obtuse roost
#

like

#

hold up

gentle wind
#

You have 3D box colliders animated through UI and want a collision detection through UI how?

meager drum
#

Otherwise... how are you expecting anyting to happen?

gentle wind
#

Maybe brackey's pulled a fast one and released a video on UI because I dont think that's possible lol

obtuse roost
#

hold on wait i know what you mean by a code snippet

gentle wind
#

yeah the collision part

obtuse roost
#
{
    public Animator characterAnimator;
   

    void OnCollisionEnter(Collision col)
    {
        Debug.Log(col.gameObject.name);

        if (col.gameObject.tag.Equals("Ryu"))
        {
            Debug.Log("hit");
            characterAnimator.Play("Reptile Torso Hit Back Animation");
        }
    }

}```
meager drum
#

I'm gonna guess your colliders aren't triggers.

obtuse roost
#

nope

#

does one of them need to be

gentle wind
#

try use comparetag

#

but if this is a trigger yes

#

collision no?

#

OnCollisionEnter

#

what does the debug.log say

obtuse roost
#

if lets say the chest collider is the one triggering the code when the fist collider punches it, does the chest collider need to be a trigger

#

it just prints out the names of the objects moving in the idle animation but even when ryu's fist hits his chest it doesn't trigger the "hit" print-out

meager drum
#

Ok, so print out the tag name that IS hitting

obtuse roost
#

sure thing

#

now it's printing out nothing

meager drum
#

Or stop there in the debugger and examine the object

gentle wind
#

now I'm wondering what object the script is attached to

#

how fast the collision happens, what settings the rigidbody has, if the object being collided with has the proper tag assigned

obtuse roost
meager drum
#

It sounds like his problem has nothing to do with physics/collisions, and everything to do with a lack of basic debugging skills 🙂

#

If he's getting that first log, the collision is fine

obtuse roost
#

ok i've been debugging this thing all night don't give me that

#

i ain't getting anything on my log

#

like nada