#🏃┃animation

1 messages · Page 74 of 1

meager drum
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You just said it prints out the name of the objects

obtuse roost
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like nothing is hitting it anymore

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yea not anymore

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the console is blank

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idk what happened

meager drum
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What object is this script attached to, do you have a bunch of colliders?

obtuse roost
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now it's not colliding with anything i guess

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it's attached to the chest object on reptile

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fuck

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fuck

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fuck

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i got it to work

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oh thank GOD

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i had to make the chest collider a trigger

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that's literally it

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@jovial moth @gentle wind thank you for the help

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i'm going to bed now

jovial moth
obtuse roost
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Yea for some dumb reason I kind of forgot you need a trigger collider for any sort of real code effect to happen

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My brain is just a little fried today ig

meager drum
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Well, glad it's working 🙂

hybrid dove
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what's the connection between the animator component and the animation controller?

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ight nvm that, how do I make a player have different animations based on different weapons?

gritty frost
keen jacinth
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Does anyone know why my character's jump animation starts in the middle?

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Then the jump animation ends in the middle of the jump

drifting lotus
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lets goooo

storm quiver
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I have a weird little issue going on with my animations.

  • In my start I have platformAnim.SetBool("platformOn", false);
  • I have method named 'MovePlatform' and that has platformAnim.SetBool("platformOn", true);

If I put my false to true, the platform moves but when I enter the UnityEvent system to activate the platform with the MovePlatform method, it doesn't go to true.

Any clues on why?

fringe berry
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Hello. In blender we animate IK by using Bones that are NOT CHILDREN of the main armature. Unity avatar requires that everybone be a child related to the root bone. So the question is:
How do you animate with inverse kinematics in blender and then ALSO make a humanoid avatar of this rig in unity?

fringe berry
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To set up ik in blender you need to make the foot bone a child of the target so that the foot bone doesnt disconnect from the shin. However this means the foot is no longer a child of the shin bone. So in unity the humanoid rig says error footbone.L is not a child of shinbone.L. Etc

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Why is this a thing? This makes animating in blender harder, when the whole point of using blender is to make animating easier. You could argue is an issue with blender and id agree however im hoping for some insight. This has been an issue since day 1 and noone has talked about this. How is that possible?

fringe berry
fringe berry
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i think i got it working with a copy rotation constraint on the foot bone to the footIK target bone. invert the y and z axis and use world space -> local with parent. seems to work perfectly!

deft raptor
long bluff
long bluff
# long bluff

what is problem with this ? animation not working well 😦

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what did i missed ? should i have to make it just in animator ?

long bluff
mortal whale
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I made a simple animation which squeezes the player to make it crouch and vice versa

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since it resizes from the center its a little jittery when standing from crouching position

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and if I add position changes to animation to make it move and resize at the same time(which makes it smooth, just as i want), then i cant control my character anyone

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anymore*

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If the crouching animation just affects the scale then movement works fine but crouching is jittery, if I fix crouching by affecting the position in the animation then movement just totally stops. Can do nothing except crouching. Any help pliss? :c

flat bison
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how would I best animate I have a animator for my char and one for its arms cuz there difrint arms then the original char and I have to make both move at the same time but its realy hard to animate 2 difrint animators at the same time

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like the char needs to move asswell with the arms

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for a ADS animation

abstract nova
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how do u make an animation only happen once and then destroy the object thats animated

crisp oyster
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i have a problem with the animation controller
when i do playerAnimator.SetBool("TouchingFloor", controller.isGrounded); on the fixed update it will just repeat fall to idle to fall to idle

placid zodiac
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how do i use inverse kenematics? 😦

abstract nova
# vocal garden Animation events?

in the animation window (not animator) when u see events i want the animation to happen once and then destroy the object that is animated

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also thanks for answering

vocal garden
abstract nova
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nvm i found a solution

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best advice i could find

vocal garden
polar jay
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small question for yall

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whenever i add an animator and animation clip to a football object, it always changes and locks in a orientation/rotation that i dont want

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animation is just a spin to make a thrown ball look more organic

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but it locks its transform to something that i dont want

abstract nova
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it does the jump animation but doesnt quit the jump animation

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i set a condition from jumping animation to idle animation that happens when IsJumping = false

abstract nova
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turns out my entire jumping mechanic doesnt work which is why the condition didnt disable when i landed, because i didnt

fringe berry
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@abstract nova best to get things working before the animations. Then you can glue the animations on top

deft raptor
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i wish i found this earlier

abstract nova
fringe berry
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@abstract nova which is why i saod make sure the fundamental mechincs work before you start adding animations

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:-)

abstract nova
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yeah they work but now i have another problem

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theres a line in my code that sets a bool parameter to true

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and transitions that work whenever that parameter is true

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but it just skips to the animation and the result is weird

fringe berry
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You can control the cross fade via the transition arrow's options in the inspector

abstract nova
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i need help

twin musk
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I'm trying to drag 4 image/sprites in my animation window. As I follow a tutorial. Drag and drop It does not work.

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selecting spreads and then create animation doesn't work ether.

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oh it worked!

dusky trout
steady bear
strong minnow
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Anyone ever run timeline animations with root motion on an animated character that has an animator running with root motion?

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I'm seeing some weird movement artifacts and I don't quite know where to look for answers on what's causing it.

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They're melee attack animations, btw.

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So normal animator for locomotion and then abilities driven by root motion animations on timeline

hybrid tinsel
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@strong minnow maybe you could add a parent object to animate with the timeline so the two components aren't having a tug of war?

strong minnow
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They both animate the same object so I'm not sure I'm following @hybrid tinsel

keen jacinth
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when I'm holding space and running on the floor still holding space, the animation is idle, instead of run

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I think the problem is in the void jump.

celest crag
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@keen jacinth Don't cross-post in other channels, please.

keen jacinth
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Sorry

strong minnow
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To anyone encountering weird behavior with mixed animator/timeline on the same object and you're using PlayableDirector. Call Stop() on PlayableDirector before you play each time. It seems not doing so may have consequences.

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Helped me at any rate.

fading crystal
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does anyone have any suggestions for getting lipsync to work in unity?

I'm importing keyed animation as fbx from maya, and don't need any sort of auto lipsync- would I need lipsync pro to configure the face joints (no blendshapes)?

meager drum
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You're importing an animation of the character already lip syncing and you need to get the audio to line up?

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I'm not sure what you mean by configure the face joints if you already have the animation

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I'm doing lipsync using Speech Blend with blendshapes, so I'm not sure I'll be a ton of help here.

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I also haven't tried Lipsync pro. But I CAN say that despite its popularity, Salsa is very lacking/unimressive IMO.

fading crystal
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sorry, should've been more specific- I'm hooking my anims into mecanim and most other anims work but when it comes to facial animations, certain joints (like jaw) just dont move

meager drum
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Yeah, the avatar definition really doesn't cover a lot of detail for lipsync. You might also be running into a problem where you need to mask off the mouth joints from other animations like "idle" that may be playing

fading crystal
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hmm ok I'll keep looking into it, thanks for the suggestions and other info tho!

meager drum
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I'm actually not sure how masks deal with "extra" bones, like, if you mask off the head does that apply to bones/joints "below" that like the mouth?

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Do you have a lot of speech? Are you hand animating it all?

fading crystal
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I'd guess that it prob masks according to hierarchy 🤔 I think it's a somewhat minimal amount, I'm just using it for a short film

meager drum
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Sorry for all the questions, I just plan to have a lot of speech in my own project so the topic interests me 🙂

fading crystal
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totally fine haha I'd be curious too!

meager drum
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If you're doing them all by hand, why joints/bones rather than blendshapes?

fading crystal
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tbh I'm kinda new to face rigs ':) I prefer more freedom when animating and didn't have fixed expressions to hit yet + thought joint based wouldn't be as 'heavy' in engine

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^fixed expressions since Im just working off a script (that didnt exist)

meager drum
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Hrm, I hadn't considered that one would be heavier than the other. I haven't measured, but blendshapes so far seem really light in use. My audio analysis definitely has a bigger impact

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Disregard the whiplash of the voice lol, this is where my experiments are at.

fading crystal
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Yea the difference prob wouldn't be too big with simple enough rigs, though I also didn't want to pile on more work learning and making blends haha

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oh wow thats cool, is that based off auto lipsync type things? I havent looked into those at all

meager drum
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Yeah, it's entirely driven by audio analysis

fading crystal
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makes sense to drive those with blendshapes

meager drum
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Well, Salsa does that too, but it's pretty... I dunno, I guess it's fine for very basic effects and it places few demands on the model.

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Here I used SPeech Blend, which only really works with blendshapes. It's a pretty unassuming asset, but its core audio analysis seems very good to me

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You have to provide a blend shape for each Viseme (trying to remember how many, but it's a fair number). But then basically it analyzes the audio and comes up with a mix of them that it feels are appropriate for the sound.

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The model here has tongue and lip/cheek, and jaw positions tied to each shape. So, it's a fair amount of setup required in the model up front, but I think it pays off well

fading crystal
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yeaa that makes sense, ig comin from a film background I just felt compelled to just key animate the lipsync haha

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seems really efficient though, might explore it next time

meager drum
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Makes sense 🙂

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I'd never be able to do it with my zero budget and "just me" staff, so I've been working on this solution lol. It combines really well with expression shapes too

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Took me like two weeks to get this thing working with FMOD instead of Unity's built-in audio

fading crystal
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oh man, Ive barely even touched audio in unity 😅

meager drum
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I think at the rate I'm going I'm going to have spent a whole year getting ready to attempt my first cinematic. It's not that I haven't been learning a LOT the entire time, but I do have to wonder if I'm procrastinating on it at this point 🙂

fading crystal
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kinda what I've been doing actually! been learning unity the past year and have increasingly interested with using it for real time film; if I may update on my issue, the anim is right in the preview but not in the scene :')

meager drum
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I guess to be fair to myself, I only just got my second completed model a week ago, and I didn't really want to have the first one acting against herself.

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Ok, so that sounds like the animation data is fine.. By "not in the scene" I assume you mean nothing is happening?

fading crystal
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yea, it seems like the animation itself is perfectly fine in preview, but then in the scene, once again most of the face joint animations are gone (but limbs/etc still work)

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I did isolate it so no other animations are playing

meager drum
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Is it doing that weird curled bug pose?

fading crystal
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mm no, everything else seems perfectly normal

meager drum
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So T-pose?

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From what I've seen so far, if NO animations are active but there's an animator, it forces the character into that Avatar bind pose where every joint is bent

fading crystal
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it's weird, so it have lipsync+a bit of acting in a single animation clip, so the body acting works but the face animation is just lost haha

meager drum
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Huh. Weird. Is it using joints/bones unaccounted for in the avatar definition?

fading crystal
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yea, prob goes back to what you said before about the avatar definition not having a lotta detail :// but then again the preview is fine so..

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perhaps ill just keep fiddling around settings, it seems close at least

meager drum
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I was under the impression though that you could have animation for "extra" bones that the avatar doesn't define, it just meant you can't retarget them

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Admittedly I haven't tried doing that yet

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I'll be curious what you find; sorry I don't know the answer

fading crystal
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oooh ic, yea ig that's why the preview still works; thanks for trying to help anyway!

meager drum
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Are you bringing in the animations from seperate files? When you do, are you telling it to reuse the existing avatar rather than making a new one?

fringe berry
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everyone setting up blender IK wrong. heres my solution. hope it helps someone somewhere. Very annoying when you spend 4 days doing a bunch of animations and then you try to make your rig a humanoid avatar in unity and you get an error and have to change the rig which screws up your animations feet https://youtu.be/BHWiuDzZQ-E

Every tutorial on youtube sets up foot ik in blender by parenting the foot bone to the foot ik target bone. if you do this then you can not make a humanoid avatar rig in unity because the foot bone needs to be a child of the shin bone. in this video I show you my solution.

▶ Play video
queen crest
tepid sparrow
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Hey everyone, for some reason the animation can't go from Player jump to Death

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However it's linked by "any state"

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And just had a trigger as a condition

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I also know the trigger works because I can hear the sound from the code

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And it doesn't have any exit time or whatever

proper folio
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Could anyone help me with a Unity animation mask issue im having? When I put the mask on my Base Layer it doesnt play the animation at all, even though everything is green. Ive imported avatar but it doesnt seem to work.

mellow chasm
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Hey so, im trying to make a character play an animation when entering a trigger collider, i cant really find something that makes it break away from the normal idle/walk cycle and play the animation, that would also make the player unable to move the char while he's performing the animation

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i tried to follow a couple of formus nd stuff, ended up with this for the code

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and the animator like so

fading crystal
# meager drum Are you bringing in the animations from seperate files? When you do, are you tel...

didn't see this sorry! I was bringing in animations as separate fbx files, and reusing an existing humanoid avatar configured from a base rig fbx- but apparently switching it from humanoid to generic helped it register all the extra face bone animation!
for anyone else who might need this you'd also need to change the type on all the animations too; I'm not rly sure what tradeoffs there are for using generic vs humanoid but it doesn't seem to be messing up my other anims

twin musk
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help i have a very big problem with my animation

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for some reason my animation looks very weird

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in the preview tab the animation looks normal

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but in game it looks very weird

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idk if it's because of my character

twin musk
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can anybody help me?

meager drum
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@twin musk Looks like the same thing @fading crystal is describing right above you

twin musk
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oh

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so is there a way to fix it?

meager drum
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Try the solution they're describing in that same message

meager drum
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Yes

twin musk
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yeah i have the animations as separate FBX files

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how do i make them all in one

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i mean not separate files

meager drum
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@fading crystal As far as I know, all you lose with "Generic" is some scripting niceties, like Animator.avatar.human and the ability to look up a bone by its constant. That shouldn't be a huge deal, BUT it does mean you can't retarget animations from anything that doesn't have your same bone setup, and that third party things (asset store stuff mainly) may not be able to deal with it.

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@twin musk There's nothing wrong with seperate files. It seems to be using a Humanoid avatar rather than "generic"

twin musk
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oh

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yeah i'm using humandroid

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but generic rig doesn't work with 3rd person controller

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what do i do

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@meager drum

meager drum
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That's exactly what I was just telling @fading crystal , third party stuff probably won't deal with non-humanoid

twin musk
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what is this

meager drum
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I don't have an answer. It's my understanding that extra bones are SUPPOSED to work with humanoid, and that humanoid just gives you a common lowest-common-denominator.

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But I wonder if there's a particular way they have to be imported to make that work...

twin musk
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that's why

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but how do i fix the problem

meager drum
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I think I might have found it ( @fading crystal , @twin musk ):
Set the main model back to "Humanoid" and configure it as normal. Then, on the "Animation" tab for your animation file(s), scroll down to:

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Set the mask to "Create From This Model"

twin musk
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oh

meager drum
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Then in the table underneath the mannequin, make sure all your extra joins/bones are enabled

twin musk
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so the character?

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not the animations

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right?

meager drum
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"Then, on the "Animation" tab for your animation file(s)"

twin musk
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wait

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where?

meager drum
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The animation tab.

twin musk
meager drum
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On your animation files.

twin musk
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oh so the walking animation ?

meager drum
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Yes

twin musk
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kk

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ok i set create from this model

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now what do i do

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still not working 😦

meager drum
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Open the humanoid pulldown, scroll under the mannequin and make sure all the relevant joints are selected

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WAit, sorry. Open the Transform one, not humanoid

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And JUST joints, no meshes

twin musk
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kk

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where

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from the animation tab?

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@meager drum

strong minnow
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https://docs.unity3d.com/Manual/Retargeting.html If anyone cares to look, this document references placing the animated objects as children of an object with a CharacterController component. This seemed odd to me as I don't see how the root motion in the child is going to move the character controller.

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This was the re targeting "recommended hierarchy" but it doesn't seem to jive with how these things work in my experience.

mental bobcat
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how do i get an animation to play?

strong minnow
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Set up animation/animator component.

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Call a method in one or the together to play an animation.

terse veldt
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why does my guy keep blinking?

keen jacinth
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Depends

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Send the code here

twin musk
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It's been 2 hours since i'm trying to fix it

strong minnow
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Did you configure the avatar after?

twin musk
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No

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Wdym

strong minnow
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There's a configure button

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Hit that

twin musk
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WhereMp?

strong minnow
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Makes sure all the right bones are set

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It's in your screenshot

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Then once done you can go to all your animation files

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Set them to use that avatar

twin musk
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K

twin musk
strong minnow
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Then you should be able to use those animations

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Not sure on that

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First just see if you can get to using the anims

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And then if they seem borked up, look into that

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Don't get caught up on details like that yet.

twin musk
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😦

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it's been 4 hours since i'm trying to fix the problem

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it might be a setting from unity or something

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because in unreal engine the animation looks normal

meager drum
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Did you do the mask thing I explained?

twin musk
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yes

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i did

meager drum
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Ok, and all the extra bones are selected?

twin musk
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no

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where

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how do i select them

meager drum
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.... so in 4 hours you couldn't open the disclosure triangle?

twin musk
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no

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idk how

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can you help me please!!

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idk what to do anymore

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how do i open disclosure triangle

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@meager drum

meager drum
twin musk
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where/

meager drum
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Honestly man, this isn't to be mean, but in 4 hours you couldn't poke around and find that yourself after I told you where to go AND it's like 15 pixels from where you already were? You gotta either have more curiosity or motivation for yourself if you want to get anything to work.

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What do you mean where? Are you even looking at your screen?

twin musk
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yes i am

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here?

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ok if it's here what do i do now

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@meager drum

meager drum
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Select all the bones that are extra in your rig vs the Humanoid avatar.

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ANd make sure only bones/joints are selected, no meshes

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What version of Unity is that btw?

twin musk
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2018

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do i need to select the animation?

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or the model

meager drum
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Animation

twin musk
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kk

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ok but i don't see the bones

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oh

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these ones?

meager drum
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I really don't know anything about how your model is laid out. All the bones/joints you want to be animated.

twin musk
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yes i think these ones

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k and what do i do now

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after i selected them

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woaaah

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it's working

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no way

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only the legs are not in the right direction

meager drum
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@fading crystal I think the above shows this should solve the problem for you with the Humanoid Avatar

twin musk
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how do i fix the legs

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@meager drum

meager drum
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I don't know. Since they reversed when you told it to account for extra joints I would guess there's some joints in there with a weird rotation applied

twin musk
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then what do i do

meager drum
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Basic debugging. Check out the joints in your modeling app, see if there's anything weird about them. See if applying a rotation or freezing an existing rotation has an effect etc.

twin musk
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blender

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i told you

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in unreal engine the animation looks normal

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so it's not from blender

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it's something from unity

meager drum
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You showed me import warnings before that said "L_UpperLeg_jnt1 is inbetween humanoid transforms and has rotation animation that will be discarded" Which sounds a LOT like what you're seeing now.

twin musk
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oh

meager drum
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So... try turning that joint back off. Or removing the rotation animation that's screwing it

twin musk
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then what do i do

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kk

meager drum
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"It works in Unreal" means practically nothing, we don't know if it's ACTUALLY fine or if Unreal is ignoring the problem similarly to how Unity was a moment ago.

twin musk
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ooh

meager drum
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Or at least, I don't know. I know nothing about using Unreal

twin musk
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the left leg now looks normal

meager drum
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Right. So your Blender model has some garbage rotation on that joint

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Or the animation for it does

last gull
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Hi everyone 🤗
I was wondering if there is someone here with experience using animations made with Rigify/Blender. I'm going to use Generic Animations and I would love to use the "tweak bones" in my rigify armature. I'm not sure if that's possible and my online-research/tries in unity were unsuccessful. Now there are many things I could try out but before investing a lot of time in experimentation I was wondering I someone maybe has some experiences.

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Those are the controllers I'd like to use, but I'm not sure if that is even possible...

twin musk
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finally i fixed it

meager drum
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@last gull I don't know Blender specifically, but that looks/sounds a lot like using a Rig in Maya. You can do it, but you need to bake the animations down on export because only bones/joints will export.

twin musk
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thank you so much man @meager drum

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i'm so happy

meager drum
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@twin musk Glad it's working

twin musk
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yep

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yaay

last gull
meager drum
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I animate with a rig in Maya, not with the joints directly. But it bakes down to the skeleton on export for Unity to use.

twin musk
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now the idle anim have problems

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the right leg

meager drum
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You're going to have to do those same import settings for each animation

twin musk
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yeah i unticked everything

fringe berry
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literally sitting here reading all these messages

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and i was finalising my characters animations for export. and im getting the exact same issue.

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so annoying

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it has the correct rotation in blender so whats the issue?

twin musk
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How could I animate the alpha channel of a TextMeshPro text? For some reason when I try to do it from the animation window the changes don't reflect, but doing it from the inspector (whlist still having the animation window open) changes all keyframes instead of just one. Help?

meager drum
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@fringe berry 3 degrees doesn't seem like it's worth worrying about. It's probably the difference in the Avatar definition's t-pose and the model's original pose.

fringe berry
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unfortunately, since i reimported it again its now 19 degrees 😦

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although the animations seem to play okay

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ah i see what you mean - since they arent even registered by the avatar it didnt align them to fit the tpose like it did to the other bones. is that right?

meager drum
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Yeah, that's my thinking

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I don't think it's relevant unless you're using them in an animation

fringe berry
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using the plevic bones? i am using them in the animations lol

meager drum
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It says it's an in-between bone though, so it doesn't seem to agree.

fringe berry
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i just animated it this morning and yesterday.

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100% using those bones

meager drum
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Are they the ones in your avatar definition?

fringe berry
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actually its curious how only the right pelvis is printing a warning

meager drum
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If they aren't one of the joints assigned to the avatar definition, then Unity isn't using their animation data unless you've imported the animation with the mask for them as decribed earlier

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If you are, then I don't really know why you're getting the error with no apparent effect. Is the joint mirrored?

fringe berry
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it is mirrored, yeah

meager drum
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I initially had some rotation issues in mirrored joints coming from Maya; I forget how we fixed that. Freezing the rotations maybe?

fringe berry
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for some reason the start of my climbing animation is the default position the character (not when making the avatar) maybe this is something to do with it. looks like the right bone (the one printing the warning) is about 20 degrees rotated or so

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actually annoying. i would prefer the Tpose. when i put it into the hierarchy i see this position as well. i didnt even export from blender with this animation chosen

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i was on the idle animation when i exported. weird

meager drum
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When the animator is in effect on a humanoid rig, but no animation is playing, it half-closes all the "muscles". So they kinda look like a curled up bug a little

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If THAT is showing joints turned weirdly though, there's definitely something wrong

fringe berry
meager drum
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Yes

fringe berry
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i dont see any curling up or anything

meager drum
#

When you import the animation with a mask and add in the "extra" joints, those animations will require exact bone name matches to apply to a target model

fringe berry
#

there is not slot for the extra joints to add the pelvis

meager drum
#

If you go to the Muscles tab in the Avatar definition editor does it work correctly?

#

You can't add extra joints to the avatar, you do it in the animations

#

It's a little weird, and I've only just figured it all out (I think) so I'm probably not explaining well

fringe berry
#

im checking the muscle settings now

proper folio
#

Wondering if anyone can help me, I've imported a model from blender to unity, and the animation doesnt seem to run, theres keyframes in the fbx itself but when I extract it from the model the animation goes blank and looses its name, and doesnt work on the model that its linked to. Any ideas?

fringe berry
#

@meager drum the muscles all seem to be working correctly. looks a okay

meager drum
#

Ok, good

fringe berry
#

@proper folio have you check some basic blender to unity tutorials at all?

#

there are quite a few on youtube :- )

proper folio
#

I followed a tutorial on how to export it, on other models in other unity files they seem to work fine

#

but for some reason this one doesnt

fringe berry
#

have you tried using the animation without extracting it?

#

you can choose it in the animator states without extracting it

proper folio
#

WELL IT APPEARS TO WORK NOW

#

sorry for the bother

#

I think unity was just being buggy

fringe berry
#

@meager drum ive found that on all this rigs animations every one discards the pelvis information

#

animation> inspector> import messages

#

also, i found the mask however that only has some basic options for ik

meager drum
#

The extra joints should be available to select in the animation's mask no?

#

On my model darn near everything appears there, joint or otherwise

fringe berry
#

it shows that they are active, however when i watch the animation playing i can see now that it is indeed not using the pelvis. is this list what you are referring to?

meager drum
#

Yes

#

Hrm. I would think that'd be enough to get it to use the extra joints

#

Are there any objects that aren't joints selected like meshes? I read someplace that can screw it up

fringe berry
#

i made sure about that too, just the player model mesh and the rig

meager drum
#

You don't want the model mesh at all from an animation file I don't think

#

Or do you have animations in the same file as the main mesh?

fringe berry
#

oh okay. i exported the mesh and the rig together. the mesh and the rig are connected in blender. weight painted etc

#

the mesh is a child of the rig in blender

meager drum
#

Yeah, me too. But you don't need or want to import the mesh again from secondary files

fringe berry
#

oh yeah i have the animations in the same file as the mesh

meager drum
#

Ah, ok. I wonder how that might change things...

#

You probably still don't want the mesh selected in the mask there... Can't hurt to at least try unchecking it

fringe berry
#

i wonder about what MLDanny was saying before about extracting animations. i couldnt find this option

#

oh right, you mean the mesh selected in the animation mask?

meager drum
#

Yeah, I think that should ONLY be joints

fringe berry
#

it is unchecked :- )

meager drum
#

ok

#

Well... I'm out of ideas 🙂

fringe berry
#

hahaha its okay. i really appreciate your help. seems there are endless variables

meager drum
#

Never run out of stuff to learn that's for sure

fringe berry
#

just for reference this is effectively the issue: pelvis.L/R is inbetween humanoid transforms and has animations that will be discarded.
i think its because as you can see in this picture there is not slot in the avatar. but like you said the bone is checked. i will keep searching for ways to enforce the bone to be used.

#

is it possible to retarget animations between generic rigs?

#

for the future is there some kind of premade unity ready humanoid rig? i ran into similar issue 1 year ago and i forgot what the problem was and ive gone and done it again >:[. unity needs to supply 'standard unity humanoid rigs' lol

meager drum
#

Only if their joints have identical names as far as I know

#

And even then, you can run into problems with scale if they're not the same size

fringe berry
#

cries in wasted time

hybrid fractal
#

so for my game the character attacks in the direction of the mouse, and im curious if there's any easy to do that without making several animations for each attack and then using a blend tree

keen jacinth
#

Someone wants anim this horse to me? kkkkkkkk (i'm kidding ok)

tropic walrus
#

didn't unity have a ik system? I remember messing with it not long ago but I can't seem to find it now

charred belfry
#

it has IK for humanoid characters and there is an animation rigging package

tropic walrus
#

I remember using ik onto a fps arms skeleton

native mural
#

How bad do these look? i am not very good at pixel art

hybrid fractal
#

it does have an IK system but im not exactly sure how that works

#

ive kinda only used it for head tracking rn and idk how to like change the rotation ig of just the arm for the animation to like attack at different angles towards the mouse

twin musk
#

what's different between unity's .anim and maya's .anim?

charred belfry
#

They have absolutely no relation to each other

lunar chasm
#

hey guys is there a way to transition between animation controllers?

#

I have a system where the animation controller is swapped out at runtime for different abilities and I'd like to make the transitions cleaner as you would with a transition inside a controller

gaunt drift
#

Are the rpg mechanim animations worth buying?

stone otter
#

how can i stop my reload animation from repeating after its finished because i pressed the key twice ?

stone otter
#

how do i know when the reload animation has finished

#

@ me if anyone has the answer for either

#

is there not a way to make an event happen or find out when it has gone from reload to idle again

#

like this line

crystal berry
crystal berry
# stone otter like this line

At the top of my head, I'd say write a wait-however-many-seconds-the animation-lasts line that prints "It stopped" at the end

#

But, I don't think that's a sound method

hybrid tinsel
#

@stone otter use StateMachineBehaviour.OnStateEnter() in a script attached to the idle state. Or use StateMachineBehaviour.OnStateExit() on the state you are leaving if you want to trigger at the end of the transition rather than the beginning.

#

It is called 'behavior' but it is just like adding scripts to any object.

#

Sadly you can't attach them to transition directly, because that would be too useful.

keen cloud
#

so i have a sprite that should only show up at certain times during the animation but it wont pop up, what gives?

uncut salmon
#

For starters, is your animation even being called?

keen cloud
#

yes

uncut salmon
#

If you scrub the timeline manually in editor, does it work?

keen cloud
#

it doesnt show up but in the timeline it shows the game object with a check mark and it shades it in the hierarchy

uncut salmon
#

What is the actual issue, your muzzleflash isn't appearing?

keen cloud
#

yeah

uncut salmon
#

You have a position property set on the muzzleflash, are you just moving it away somewhere else accidentally? Why is there a position property if you just intend to turn it on for 0.04 seconds?

keen cloud
#

yep got it i had to change the positioning up a little and change it layer above the actual gun and player sprite

#

thanks

proper folio
#

Has anyone here had some experience with Animation rigging?

noble fiber
#

question about "any state": I have animations that I want to have an exit time. If an animation trigger is called for an animation stemming from "any state", will my current animation be instantly disrupted? Do I have to make a transition to 'any state' declaring that I want exit animation going to 'any state'??

proven sedge
#

I'm learning how to animate

#

I want to move into Spine 2D pro eventually

#

to have that beautiful flowing animation without spending years animating frame by frame

#

but for now, I'm learning frame by frame animation to get the basics right

fallen topaz
#

Hi everyone, new to unity and ml-agents, but have a deep learning background. I have a scene mostly setup with my agent, but how should I go about having the agent have animations?

#

Ideally I want the agent to just have a walking animation when it's moving around (doesn't need to look super great) and then a block animation and a sword swing animation

#

I have animations from mixamo but am unsure how to set them up properly for the agent to control

meager drum
#

Is it really not possible to animate the Transform.position of something on a single dimension?

#

I want this only moving the Y position, but even deleting all the keys on x and z, it ends up doing this which forces the thing to x = 0, z = 0 even without keyframes

#

and you can't delete the x/z items individually

proven sedge
#

finished a practice in animation

real cobalt
#

Hey y'all, is there no way for me to use an animation to set its own animator's bool to something?

meager drum
#

Apparently the "usual" solution to this is to make the animated object a child of something else, but that's not great for a character.

real cobalt
#

Hmm, if I disable "fixed duration" for a state and give it a transition with no flags, will it automatically activate the transition when it finishes playing the animation of its current state?

#

I'm trying to figure out how to say "play this animation once, then transfer to next state"

#

Ah, google got me for that. Just struggled figuring out how to word it

errant maple
#

does anyone have experience with the animation rigging package? im on 2020.3 lts and adding animation rigging to my character for some reason offsets the entire rig halfway across the map. any help would be appreciated

hybrid tinsel
#

@proven sedge You don't need spine for that sort of animation, unless you want to do very complex stuff

#

And that looks very good 😄 Being able to do frame by frame animation is always useful even if you do rigged characters.

#

@real cobalt You can add a script that sets the bool, and control the script by the animation.

#

@errant maple That's odd. How are you adding it?

neat nimbus
#

Is it possible to "split" the animation from 2 parts of the same skeleton? I want the upper (torso,arm,head) and lower (legs) part of my character be independent, how can I do it?

hybrid tinsel
#

@neat nimbus Avatar masks

neat nimbus
#

How can I add another gameobject in the avatar mask?

crisp jungle
#

I swear my animation looks choppy no matter what I do with it. I can't figure this little white readline out, seems like it doesn't read evenly

proven sedge
neat nimbus
upbeat meadow
#

Hey Guys

I'm Importing a Blender Character with animations and have the Problem that the legs are rotated.
Does anyone know how to fix this?
Blender:

#

Unity:

real cobalt
real cobalt
#

I literally have to ask that question even if it feels like a basic Google because every single attempt I make at googling this flips the question and only gives me responses on scripting an animator, instead of animating a script

nova forge
#

if I make an array on a script, is there a way to change them individually inside an animation? I tried doing it, but it doesn't give me the option to add every bool from the array..

hybrid tinsel
hybrid tinsel
proven sedge
# hybrid tinsel Moving paint feeling?

video process of halloween girl
animation by spine 2d pro
I am selling video process of making it here
The video set consists of 3 parts with a total time of 4 hours, full real time process
You can find it here!!!
https://artstn.co/m/03Rl
https://gumroad.com/l/zuiWD
http://cbr.sh/oykruq

my fanpage: https://www.facebook.com/daole.art/
_________...

▶ Play video
#

you can stretch individually each point in the sprite so you get this flowing motion

#

very hard to do in frame by frame

nova forge
hybrid tinsel
#

@proven sedge You can do most of what they do in that using unity's tools.

proven sedge
#

you can?, that's good to know!

hybrid tinsel
real cobalt
hybrid tinsel
#

That's for calling functions from an animation. If you wanted to add scripts to the animator directly you can do that too.

hybrid tinsel
#

By adding the scripts to the animator states using the 'add behavior' button.

proven sedge
#

Better than spending God knows how much in spine 2D pro

hybrid tinsel
#

Yeah, exactly.

proven sedge
#

Is it like 400usd or something

hybrid tinsel
#

You don't get the fancier features but 99% of people don't use those.

#

I'm not actually sure how much it is

proven sedge
#

I checked, and it's around that price

#

and that looks amazing, good enough for what I want

#

right now I want to make animated sprites for cutscenes

#

(RPG style)

hybrid tinsel
#

That's what I'm doing at this moment

proven sedge
#

stuff like that

#

but with slight animations instead of stiff

#

since my project is a war tactics game, I will have icons for the units (maybe I'll animate them?, not sure, depends on the project budget)

hybrid tinsel
#

Cool

#

For basic idle motions, you can probably handle that pretty easily.

#

I tend to use frame animation for eyes and mouths recently, but those can be done with bones too.

proven sedge
#

most likely Ill go with frame animation for facial expressions

#

but I need to go and test stuff first!

lilac nest
#

So uh, I have this cape that's skinned on my model, is there a way to exclude the bottom part so that it doesn't follow the bones?

muted trench
#

Does anyone know why "Apply Root Motion" totally breaks my objects position? My Code does the following:

  • Waits for player to click
  • If Ray collides with object with tag X, destroy said object and instantate a new object there
  • The object has an animator component
  • "apply Root Motion" is active
  • The tiles spawn somewhere completely random
#

i.e. these are my tiles,if i click, a new one is instantated at that location

#

but, with my animation, if:

  • Apply Root Motion is off, all tiles are animated on top of eachother, at coordinates 0,0,0 (which makes sense, as the root animation is there)
#
  • With "Apply Root Motion" on, they spawn completely off the screen
#

instead of 0,0,0 I get this weird stuff:

#

My animation is setup so that the tile starts in the air and then falls "down" into place

hybrid tinsel
#

@lilac nest remove the weights from any vertices you want to be unaffected by bones

lilac nest
#

I can't import the model in Blender, it gets messed up

hybrid tinsel
#

@muted trench add an unmoving empty object as the root and turn off root motion

muted trench
#

theyre already placed in an empty object?

#

turning off root motion just places them all at 0,0,0

#

mind you, the animator component is on a prefab

#

and prefab looks like this:

hybrid tinsel
#

Because you have keyframes on the root object of the prefab.

#

You want the root of the prefab to have no animation keys on it.

muted trench
#

you mean doing this?

hybrid tinsel
#

Yes

muted trench
#

great that breaks 99% of my logic

#

ffs

hybrid tinsel
#

Sorry

muted trench
#

I mean, why is it even needed?

#

I use the prefab and apply random textures and behaviours to it, but now those aren't directly possible because I need a random empty object around it so it can wiggle a bit

#

wow...

hybrid tinsel
#

Because unity animation is relative to the parent

muted trench
#

yeah but the objects are placed in a parent object called map that is positioned at 0,0,0

hybrid tinsel
#

And the animation has a keyframe relative to the map's origin.

muted trench
#

but those are all 0,0,0

#

so I don't exactly see how, in this case, it's a problem, shouldn't it just take current parents coordinates?

hybrid tinsel
#

The current parent is the map.

#

So every tile has a keyframe telling it to be in the same spot on the map

#

Another option might be to write a script that runs in LateUpdate() that adjusts the position after the animator does every frame.

#

But that might lead to stuttering or other issues

muted trench
#

Thanks for the help, I really appreciate it, but the "empty game object" solution seems like some weird afterthought from unity

hybrid tinsel
#

It is just a different way of looking at things.

#

There are advantages to it.

#

You should see the hierarchies of most of my characters if you don't like that 😛

muted trench
#

well I mean I don't see the point of it, really, any use case I can think off would work just as well if it took the world position of the animated object itself, and in case where it has the parent, took the parents position as 0/0/0

hybrid tinsel
#

Please don't take this the wrong way, but it sounds like you haven't considered nearly all the use cases >.>

And it does take the parent's position as 0,0,0

#

That is why adding an empty parent helps.

nimble peak
#

Question -- after importing a .fbx, i can allegedly edit these settings and loop my model's animations:

#

however...

#

it doesn't take effect unless i duplicate the animation and modify THAT one

#

Is there something I'm missing here? tutorials ive watched tell me to duplicate it, but then I don't understand why there are these settings in the animations tab in the inspector that don't seemingly work

hybrid tinsel
#

I've not worked much with imported stuff but are you applying the changes in the importer?

meager drum
#

I have imported animations that loop, and I've never had to duplicate them. But I also don't remember doing anything special

quartz schooner
#

any website where I could download dance animations for my avatar?

meager drum
#

If you've got using the Humanoid Avatar, there's plenty on Unity's asset store, you can also use Mixamo... probably others

quartz schooner
#

Can I add an animation to an already existing avatar using mixamo?

hybrid tinsel
#

Yes

meager drum
#

Yes

wild matrix
#

Hi all. Does anyone know where I can get (buy) a good set of animations for an enemy taking cover and coming out of cover to shoot a pistol?

#

I tried mixamo, but the animations don't sync up at all, so it's kind of useless

#

I have a shoot animation but the shoot idle animation looks entirely different, so that's stupid

strong minnow
#

I have 3 states in an animator and two conditions on each of their transitions. These condition pairs are checking if a float parameter is min(some val) > the param > max(some val) and it's always selecting the same state to transition into instead of either of the other 2 states which are options given how it's set up.

#

Anyone had anything like this? I'm passing in a float in the range of (0, 1) and then slicing that range up between the transitions for random selection.

#

I can see the parameter is changing.

#

It's just only selecting a single option.

#

Oddly, even making the state it transitions to every time have invalid conditions still has that state selected/transition do.

hybrid tinsel
#

@strong minnow Use an int instead of a float?

strong minnow
#

Tried that as well

hybrid tinsel
#

I just put this script on the state for a random selection```using UnityEngine;

public class IntParameterRandomSetter: StateMachineBehaviour {
public string IntParameterName;
public int StateCount = 0;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.SetInteger(IntParameterName, Random.Range(0, StateCount));
}
}```

strong minnow
#

It actually turned out it may be a bug, in the end it had something to do with the state machine I placed them in being a default transitio.

#

Float works

#

There's a problem with a sub state machine not having a definite entry state and being the default transitioned state in it's parent

#

Under this condition it seems transitions aren't necessarily considered normally

#

Honestly looks like a bug

hybrid tinsel
#

Ah, I didn't realize it was a sub state machine

strong minnow
#

I didn't think it would matter but it seems to

hybrid tinsel
#

Those can be kinda weird

strong minnow
#

Indeed

#

Seems "special rules" but this looks like a bug

#

Even making impossible transition conditions

#

One will be selected

hybrid root
#

Does anyone why root motion doesn't work correctly?

I basically animated 2 2d things at one position, but I wanted them to be higher up. So I moved them up and realised that they reset to their original position. I heard that you could use root motion so I applied it. But now when I preview the animation, it goes far far away and when I play the game, the position changes by twice as much.

hybrid tinsel
#

@hybrid root it is hard to troubleshoot with such a vague description but instead of using root motion I suggest adding a parent object and moving that.

#

Or simply don't add keyframes to the root.

hybrid root
#

Yeah, well I fixed it anyway, just had to divide the position by 5 on every keyframe, a little annying but it worked

pseudo olive
#

Hey everyone, is there a way to animate re-ordering things on the...scene drop down thing? Basically I want to swap these two?

stone otter
#

can someone show me or send me a video on how to animate something already rigged in unity

torn kite
#

Do you guys have trouble using normal animations on a mesh using the Animation Rigging package as well?

strong minnow
#

@pseudo olive if that's the hierarchy panel just drag and drop

hybrid tinsel
#

@pseudo olive you can write a script to do that and trigger it with an animation

strong minnow
#

Derp. Didn't see you said animate it.

real cobalt
#

So when working with animators, do you need a different Animator Controller for each object if the objects need different animations?

#

Or if I have 5 objects with the same states but different animations playing in each state, can I use a single Animation Controller for that?

real cobalt
#

Yeah I answered my own question ^

#

New question: does a state need motion to be able to change out of it? I wouldn't think so, but my state here isn't changing even though the animator says the bool is true and that's all I have for the transition: https://i.imgur.com/qElXQiI.png

pseudo olive
#

Hey @strong minnow and @hybrid tinsel I ended up switching to sprites, taking the things off of the canvas and just moving them in space... though it was still waaaay more of a hustle than I felt it should have been. Because... things don't want to show up in order that they are in the 3D and I didn't want to be constantly animating that damn order layer property....assuming that is even a thing you can do? 🤷‍♂️ I mean just look at this?!

#

This is what it should look like at this angle... and sometimes it dose?

strong minnow
#

You're going to have to control the depth one way or another in this case.

pseudo olive
#

Yea... I'm considering just using a plane with a texture slapped onto it.

strong minnow
#

If they're at the same depth you'll end up with z fighting

pseudo olive
#

They are not, also the map markers that are attached to them also need to be on the same layer, or rather, I don't want the map markers from one being displayed over the wrong map

hybrid tinsel
#

You can use sorting groups to keep groups of layers contained

pseudo olive
#

Is that different from the order in layer?

hybrid tinsel
#

Yes

pseudo olive
#

...and that's different from the layer up the top?

#

Sorry, I'm just upset right now.

real cobalt
#

Gonna plop in a new question: I can't see public methods for scripts in the animation window

hybrid tinsel
#

Stupid question, did you save the script after adding the function?

real cobalt
#

Ah, I fixed that issue and again didn't update here. I needed to use the animation events area.

#

I was expecting it to show up in the properties list

hybrid tinsel
#

Oh, haha. Yeah, I only looked at your image on my phone and didn't catch that.

surreal lion
#

why aren't there keys for sprite swaps

#

hello?

stone otter
#

can someone show me or send me a video on how to animate something already rigged in unity

steady bear
#

Just wanna confirm with someone before I start making changes. In my hierarchy I have player > anchor > fist. There is an animation controller on player, and a script. I am animating player, but also the anchor with the second animation. I want to move the animation controller from player to the anchor so I can prefab the anchor for multiple players. All I need to do is remove the player script and animation controller from the player, put it on the anchor? (because if I prefab and remove the anchor now, it cannot find the player controller and breaks)

twin musk
#

is there a way to animate material?

twin musk
#

I'm looking for a way to use static objects in a scene to modify 1st person animations.
I want the characters hand to rest against an object when the player is near & looking somewhat towards the object.
What would I search for to find tutorials on this?

twin musk
#

i have a question. so i was wondering how can i make a cut scene but then transition to game play smoothly. an example is call of duty. in this clip the player is being controlled by animation but then it switches to game play without a loading screen or anything to transition. it just goes to game play smoothly. if you play it at 6:54 there is animation in the character and no player controlled inputs. but when he gets off the boat the game play starts smoothly. how can i do this?https://www.youtube.com/watch?v=X99Rq2wIm4o

CALL OF DUTY WW2 Walkthrough Part 1 and until the last part will include the full CALL OF DUTY WW2 Gameplay on PS4 PRO. This CALL OF DUTY WW2 Gameplay is recorded in 1080p HD on the PS4 PRO and will include the full Campaign and all the boss fights.

Enjoy!

If you liked the video please remember to leave a Like & Comment, I appreciate it a lot
...

▶ Play video
hybrid tinsel
#

@twin musk search for inverse kinematics / IK

#

@twin musk you can use a timeline track that activates the character controller at the end of the animations.

#

@twin musk yes. Many material properties can be animated with the animation panel.

#

@steady bear if you change the hierarchy, you might need to edit the animations in a text editor so they still point to the right objects.

twin musk
hybrid tinsel
#

If you do it well.

twin musk
#

so all i need is at the end of the timeline when the animation ends it switches back to player movement

real cobalt
#

So from what I'm seeing, there's no way for an animation to disable its own object completely, and I need to write a custom method for that and call it with an Animation Event?

real cobalt
twin musk
#

well

#

he meant to stop the time line not an animation but ill look into it more

steady bear
hybrid tinsel
steady bear
#

I meant for the name, not the hierarchy @hybrid tinsel

#

sorry

hybrid tinsel
#

I meant that you can't reference something outside of the prefab from the animator because it is outside fo the hierarchy.

#

What you CAN do is to have a dummy object that you animate and use a script to animate the other object based on that.,

steady bear
#

I think I've still got more to learn

#

what do you mean animate the object based on the dummy?

#

What I've got right now is a player with body sprite as the child. There is a weapon prefab which was once a part of the player, but I redid the animations and made it it's own prefeb. This way I can create more than one and have the player switch out which weapon he wants.

#

I'm animating the player seperately from the weapons. so far, this is working.

#

Next, the rotation of the weapon was on the player controller, but I think I'm going to have to move the RotateArm part of the script over to the Weapon.CS. But I don't want to have the input on the weapon, so now I need to reference the player controller on the weapon to get the rotation. I think. (Nothing to do with animation though so this belongs somewhere else)

rich slate
#

Based on the animation documentation in unity. Humanoid rigs are less performance intensive than other rigs. Is this true even if lets say my general rig has about 5 bones? something simple like a worm

steady bear
#

Anyone alive?

twin musk
#

i had a question with timeline, if i want to make a cutscene that contains a car with a player inside it, how do i get them to move at the same speed. do i have to parent them? (in the game it will be a first person view of the character inside the car

hybrid tinsel
#

@rich slate hard to say without actually profiling it.

#

@twin musk either parent it or use a parent constraint.

#

@steady bear no.

wraith pond
#

hey if i have a character that has idle walk jump attack etc. moves and i want to add all those again only carrying a sword should i use layers for this? it's just pixel art so no rigging

steady bear
#

@hybrid tinsel you alive?

hybrid tinsel
#

@wraith pond you can use synced layers for that, yes.

wraith pond
#

thanks i'll give that a go 🙂

wooden falcon
#

Hello does anyone know of a way to lock an animation at its starting position? I'm using a temporary dodge roll animation that has the model roll forward and then the end of the animation has the model slide back into the center. Is there a way for me to make the animation not move the model forward?

meager drum
#

Bake the root motion in the animation importer

cedar depot
#

Hey, I've just joined this Discord in pursuit of an answer to a problem I've encountered importing my animation.

#

Before importing, when I check out the animation clip everything seems to be in order, even when I play it.

#

However, when I click on the imported animation, the tail bone seems to completely ignore the animation that it is supposedly part of.

#

Any clues what might be going wrong?

twin musk
eager trellis
#

Excuse me guys I have a question

#

It isn't directed related to animation but I don't no where else to ask. If i have an active camera in my scene but its depth makes it not visible to the character does it cause lag? Essentially If I have a camera view completely covering another camera view does the bottom one cause lag?

stone otter
#

this is causing me issues with OnStateExit

#

i would like to know when this animation has completed , but it happens some loops after

#

(so i can keep reloading the bullet at a time until the mag is full)

#

any way to check when one reload is done?

steady bear
#

If I have float shotCounter and I'm using time.deltatime to count down, purpose to delay attacks, does anim.setTrigger ignore it? If I'm instantiating a prefeb, it'll wait for the timer but the animation will trigger even if the timer is above 0 for some reason

hybrid tinsel
#

@twin musk It would take me just as much time to google it as it would you

meager drum
stone otter
#

why is onstateexit not calling at the correct time

#

it's calling after another state has played

#

please @ me if someone knows

#

i debug logged the exit on startReload, and it only prints after midReload

hybrid tinsel
#

@stone otter That function is called on the last frame that the state is active at all(including transitioning out of it)

deft raptor
#

it always waits till blend tree is finished for some reason

cedar depot
stone otter
stone otter
#

can someone please guide me with this issue i have had no luck for the past day 😢

rose hearth
#

I am using the 2d PSD importer package to get sprites into my game(creates an object for each individual layer in photoshop that the image had). If I were to edit the image and re import it, would I be able to easily apply the same set of animation to it or would I have to make them all over again?

hybrid tinsel
#

@rose hearth if you are using photoshop then you should be fine unless you reorder or rename the layers. Resizing them can sometimes require some editing in the skinning editor as well to fix bounding boxes.

#

If you use other software to make the psb the layer metadata might not be saved the same every time which could break things.

rose hearth
#

Every time I reimport, i have to delete the other sprite. I cant just overwrite it. Also, what if I wanted to change the pivot of the sprites? How would that convert over?

hybrid tinsel
#

You set the pivot in unity. And you should be able to overwrite?

rose hearth
#

Well, when I replace the file the PSD importer would have to redo all the stuff because the file I am replacing it with does not have the data that the PSD importer applied to the original(i think)

#

Forgot to mention I am using Krita instead of photoshop. I save save the file as a psb and then just change the file type to psd manually. It seams to not have any negative impact on the image.

hybrid tinsel
#

Right. Krita doesn't save the same metadata that photoshop does

#

I believe there's a script on github for handling the issue, don't have a link handy

spare yoke
#

Ok I have a feeling this is a n00b question so please go easy on me, but I'm trying to make a fighting game and I've followed a course and go so far using Mixamo characters and animations.

#

I've now got further into it and I want to use some purchased characters and animations, but im having issues because (i think) I need to change the format from generic to humanoid. However, I can only change it from the Mixamo imported characters and not the purchased ones

#

This lets me select the model

#

But with the purchased assets I dont have that option so I cant change it

silent mountain
#

Just some faces. Any feedback super welcome 🙏

umbral garnet
#

I want to animate my block looking character and I'm not sure rigging bones is the way I want to go. I was thinking to have him go for a more Minecrafty legs swinging effect with those sharp bends, not the rounded that I am seeing with the bones. any suggestions?

#

i am a complete animation noob btw

meager drum
spare yoke
meager drum
#

Is it a rigged model or just a mesh?

spare yoke
#

I think I may have got it working, its a bit confusing because the mesh is saved in a different folder to the prefab. Got him in idle gonna see if others work, thanks

#

Looks like its working except the head isnt moving around its static, but its 'configured'

hybrid tinsel
#

@spare yoke mixamo characters come set up for unity's humanoid system; random purchased models often don't.

spare yoke
# hybrid tinsel <@197468278803791873> mixamo characters come set up for unity's humanoid system;...

I'm pretty sure these ones do, it all works aside from the guys head. It also says on the asset page they have a humanoid rig:
https://assetstore.unity.com/packages/3d/characters/humanoids/humans/pbr-fighters-pack-145995

Get the PBR Fighters (Pack) package from Maksim Bugrimov and speed up your game development process. Find this & other Characters options on the Unity Asset Store.

hybrid tinsel
#

@umbral garnet the softness of the deformation is defined by the weights in the mesh, not the bones. If each block is entirely weighted. To a dingke bone, it will follow that bone without distorting.

#

@silent mountain very nice! Is that Shel Silverstein in the middle?

dreamy orbit
#

Hey - I'm seeing discrepancies in my humanoid rig animation between Unity and maya - specifically, Unity isn't importing my twist rotation in the character's shoulders.

#

Is there a way to configure the the humanoid rig so that this rotation info isn't lost?

wooden falcon
buoyant stream
#

why does my walk animation get stuck at the end? this is the code i have so far

[SerializeField]
private Animator anim;
[SerializeField]
private KeyCode goForward;
//this is just W

void Update()
{
    if             
    (Input.GetKey(goForward))
    {
         anim.Play("walk");
    }
}
silent mountain
meager drum
#

@wooden falcon Like this. Check "Bake into pose" for any dimensions that you don't want the animation's root motion to apply. So in this case, I've unchecked XZ because I DO want my character's walk animation to drive her forward. But you'd want to check it.

dry ocean
#

i ran into a problem with blendshape

hybrid tinsel
#

@dreamy orbit I don't know if unity humanoid rigs support twist bones.

dry ocean
# dry ocean Hi.

this is what they're supposed to look like with all their blendshape values at zero

hybrid tinsel
#

@wooden falcon You need to set up root motion in the animation import settings.

meager drum
#

@dreamy orbit @hybrid tinsel They'd be considered "Extra" joints. They're supported, but you have to define an import mask on the animation and check the "extras" you want.

#

And it limits your ability to retarget the animation of course, because it can only be retargeted to other avatars with the same extra bone names AND the same scale

dry ocean
meager drum
#

@dreamy orbit Look here:

#

@dreamy orbit This is in the inspector for the animation; you need to define a mask, and then select all the extra joints (AND NOTHING BUT JOINTS) you want to be used with this animation under the Transform pulldown seen above

#

@dry ocean That's a new one by me. I have a lot of blend shapes and have never seen them do that =\

dry ocean
meager drum
#

If a script were doing it you'd still be able to "fight" with it in the inspector at runtime...

#

(I know that from experience with a rogue script lol)

dry ocean
#

they were like this when i looked at their animations in the model inspector when i first imported them.

meager drum
#

Interesting

buoyant stream
#

why does my walk animation get stuck at the end? this is the code i have so far

[SerializeField]
private Animator anim;
[SerializeField]
private KeyCode goForward;
//this is just W

void Update()
{
    if             
    (Input.GetKey(goForward))
    {
         anim.Play("walk");
    }
}
hybrid tinsel
#

Do the blendshapes have keyframes set to 100% in the animation?

meager drum
#

The animator wouldn't affect the importer though

dry ocean
#

in the blend file they are but they're all turned off when i exported them from blender

meager drum
#

Although, where are you seeing them in the import settings at all? I'm looking at mine and I don't see them mentioned at all

dry ocean
#

the animation clip editor never said anything about blend shapes but when they were animating in the clips, all the values were set to 100

meager drum
#

Are you putting your animations and main model in one file?

hybrid tinsel
#

So there are no blendshape keyframes in the clips?

dry ocean
dry ocean
meager drum
#

You mean these clips?

dry ocean
#

yeah that

meager drum
#

I don't think blendshapes are supposed to appear there. At least, mine don't

#

I have my model separate and individual FBXs for animations. My blendshapes come from the model import, and I have "Animation" entirely turned off on that one

#

I'm not saying this should or shouldn't work with everyting in a single file mind you, just what I'm doing.

#

So if I'm understanding you, the animation preview from Clips for any of your animations is playing with the blendshapes stuck at full effect

#

That would definitely lead me to think it's an export setting that needs changing

dry ocean
#

the values are at zero when in scene mode but they then shoot to one once i hit play

meager drum
#

Are you baking your animations in Blender on export?

dry ocean
#

yes

meager drum
#

Does your Blender animation animate the blendshapes at all?

dreamy orbit
buoyant stream
#

why does my walk animation get stuck at the end? this is the code i have so far

[SerializeField]
private Animator anim;
[SerializeField]
private KeyCode goForward;
//this is just W

void Update()
{
    if             
    (Input.GetKey(goForward))
    {
         anim.Play("walk");
    }
}
wooden falcon
dry ocean
buoyant stream
dreamy orbit
meager drum
#

@dry ocean Blender

#

@wooden falcon Is there a parent object to the part of the mesh that's moving? It kinda looks like it's moving away from whatever's considered the "root". What if you change "Based Upon" to "Center of mass"?

dry ocean
wooden falcon
dry ocean
#

however i did set the blendshape values from 1 to 0 in blender, exported them again and now they're face is completely normal with all the values set at 0. (atleast from the import settings window)

#

@meager drum

buoyant stream
meager drum
#

@dry ocean That makes sense, but I don't get why you weren't allowed to change them

dry ocean
meager drum
#

Unless it treats the value as the lowest-end and you can only go up from there?

buoyant stream
dry ocean
meager drum
#

That and the preview behavior really strongly imply that it thinks the animation is affecting them

#

Do you have the opposite problem now? Are they impossible to turn up in play mode?

dry ocean
#

give me a moment to check

meager drum
#

I'm not really an expert on this, and I've never used Blender. I've just had some success with Blendshapes so far so I hoped I could help 🙂

dry ocean
#

it must be the way i exported the animations. i just replaced a idle clip from the second model into the first model's animator.
when it is idle the values are at 0, when doing another clip the values are at 100%

meager drum
#

Yeah, that makes sense with the symptoms

#

But I don't know anything about Blender to suggest anything (Only blender tip I know it "Bake animations" lol)

dry ocean
#

it must have baked the blend shapes cause i did add a key frame to one of the animations in blender and the face was normal then the face changed in that key frame.

#

that could mean i can't change the blend shapes in Unity, i'll have to animate them in blender

meager drum
#

Or you could export a model with no animations, and the bring in the animations from a separate file to kinda "filter out" the problem

#

That's not WHY I'm doing that (Maya isn't causing this problem), but it might help here.

buoyant stream
#

how do i blend from one animation to another?

meager drum
#

It's part of the transition arrow thing in the animation controller

buoyant stream
#

what?

meager drum
#

When your animation controller transitions from one state to another you can define the blend

buoyant stream
#

how do i do that

meager drum
#

Perhaps you should start with a tutorial on animation controller

thorn wind
#

I'm trying to ensure the player can attack whenever they want, regardless of which animation is currently playing, I'm having troubles with this.

#

I am not using any Exit Times. I am using bools for animations. Is anything off here, that I'm just not seeing in terms of the overall set up?

#

It seems like sometimes for example, when strafing to the right, that animation has to play a bit, or maybe even finish, before the player can attack.

whole trellis
#

Does anyone know where to find IK 2D animation documentation? I'm trying to add sprite through the code

regal flicker
#

That's why it has to "play a bit" as you say, because the transition can't be interrupted.

thorn wind
#

Or actually, with another look, maybe they would all just need to be Current State.

regal flicker
#

Yeah I myself get stumped by them. So I end up trial and error until I catch on. Its rare for me to use them, so even when I figure them out, by the time I get around next time...I forget 😛

buoyant stream
#

how do i smoothly go from one animation to another?

twin musk
#

Hey i am Learning pixel art and i made a character

#

and i dont know how to make its animation can someone help me pls

sacred rune
#

Does anyone know if it's possible to set the parameters of an existing Animator ** -transition- ** via code?
I know you can create transitions using Animator.CrossFade but is it possible to edit an existing transition?

gritty frost
#

Afaik you can't change the structure of an animator at runtime

#

Unity has Playables for stuff that requires this sort of control.

open token
#

By increasing this blue thing

#

The longer it is, the smoother will be the transition

#

To find this, I select the transition line

tacit pendant
#

Anyone know how to setup an animation in Unity to be interruptable during certain frames? I.E. An attack has 30 frames(5 startup, 3 active, 22 recovery) that can be chained into a second attack but only once the first 8 frames have finished playing(i.e. during 9-22 frames).

real cobalt
#

When an animation's samples is set to 60, is that "60 changes to the animated object per second"?

hybrid tinsel
#

@tacit pendant Split it into multiple animation states that play in sequence rather than a single one

tacit pendant
#

I couldn't imagine having to do that for 50+ animations

hybrid tinsel
#

Ah. I've never worked with imported animations.

#

But you wouldn't need to make new animations; you could break them up in the animator graph.

#

Just make three states with the same animation and have exit time transitions at the appropriate spots

tacit pendant
tacit pendant
hybrid tinsel
#

I mean, you can take a single animation with startup, active, recovery and use three states in the graph for it.

#

I do that with jump animations.

hybrid tinsel
#

No

#

Like, you make three states, and have each one play a different part of the animation.

tacit pendant
#

I created three different blasts(1->2->3->idle) and all animated blasts lead back to the idle pose. Put animation events on frames before going back to idle which lead into the next blast

tacit pendant
#

Yeah I suppose I could do that as well. I'll have to weigh the benefits

hybrid tinsel
#

Well, the main benefit would be getting to use the graph and transitions correctly. The main downside would be that you'd need to manually set the transition points which could be tedious and not automatically adjusting to changes in the animation.

tacit pendant
#
'redman 2' AnimationEvent 'ComboReset()' on animation 'Armature.001_normal_blast_1' has no receiver! Are you missing a component?


How do I prevent this error message? This is a duplicated clip of a read-only clip. I cannot add events to read-only animations. The animator has the updated clip with the animation events. The character has a Controller with the function ComboReset()

#

In Debug it shows the root game object as being NOne

hollow blade
#

it expects a script with a function call ComboReset on the same object as the animation / animator

#

@tacit pendant and its
ComboReset
not
ComboReset()

nova forge
#

this is what I used for the follow.

void Update()
    {   
        if (follow == true) {
            Follow();
        }
    }

    public void Follow()
    {
        //faz objeto seguir Sol
        transform.position = new Vector3(Sol.position.x + x, Sol.position.y + y, Sol.position.z + z);
    }
}```
#

does someone know what it could be?

#

and how I can fix it? apparently, it is a "recorded" issue, since if I delete them, they just don't bug my animation

#

the function "follow" apparently is still normally called btw (tested with debug). it just doesn't work.

tacit pendant
buoyant stream
hazy arch
#

Hey I have a (I think) simple question. I found an asset at the store, and I want to know how can I mirror its' sprites. (2d movement left/right)

quartz schooner
#

anyone with bilibili account? (kind of chinese mega to download motions/animations for unity)

stable acorn
#

Hey, im looking for pixel artist for my upcoming game
I need nicely animated MC
Got proof of concept, nice team of two, and some shareable demos and design base
Pm me if interested :) thanks, cheers and nice weekend

still rapids
#

I have a small issue, I have a model setup with an animation rig, but it always defaults to the "muscle pose" instead of staying in T pose. Is that intended behavior?

#

My avatar seems properly set up (all green), I'm not able to understand why it changes

spare yoke
#

Any idea why my character slides around a little when in an idle pose?

meager drum
meager drum
spare yoke
still rapids
mossy badger
#

Hello, I'm trying to animate specifically the exit of my Pause Menu (UI), but it's not working properly, it just disappears. I've set the Bool condition to check when it will close or still be opened.

#
// VARIABLES I NEED USE IN THIS CASE
    public static bool gamePaused = false; // the condition that pauses or resume the game
    public GameObject pauseUI; // the pause menu
    public Animator anim; // anim for Pause Menu
    bool canPause = true; // check if the player can pause or not
void Update()
    {
        if (Input.GetButtonDown("Pause") && canPause)
        {

            if (gamePaused == true)
            {
                
                PauseSlideOut();
                Resume();
                gamePaused = false;
            }

            else
            {
                Pause();
                gamePaused = true;
            }
            
        }
    }
// PAUSE
    void Pause()
    {
        pauseUI.SetActive(true);
        
        Time.timeScale = 0f;

        //gamePaused = true;
        FindObjectOfType<AudioManager>().PlayOnly("PauseGame");
    }
// RESUME
 public void Resume()
 {

     pauseUI.SetActive(false);

     settingsMenuUI.SetActive(false);
     resumeDelayUI.SetActive(false);
     canPause = false;

     if (settingsMenuUI) // You can ignore that part
     {
         settingsMenuUI.SetActive(false);
         anim.Play("Base Layer.Settings Slide");

     }

     StartCoroutine("ResumeDelay");
 }

 public void PauseSlideOut()
 {
     anim.SetBool("isOpened", false);
 }

 IEnumerator ResumeDelay()
 {
     yield return new WaitForSecondsRealtime(1); // delay after resuming the game

     pauseUI.SetActive(false);

     resumeDelayUI.SetActive(false); // "wait" // note: Gabriel

     Time.timeScale = 1f;

     gamePaused = false;
     canPause = true;

     FindObjectOfType<AudioManager>().UnPauseAll();
 }
meager drum
#

@still rapids Base pose meaning T-Pose?

#

@still rapids Maybe with a Generic avatar? All mine with a Humanoid do the "muscle" pose until I have an animation playing. (I call it the curled bug pose 🙂 )

meager drum
spare yoke
meager drum
#

Ah, ok. I was picturing it drifting away when I suggested the baking. That just sounds like something in the animation then. It can be tough to get teh feet to really be planted depending on the rig in use

spare yoke
meager drum
#

It's a pet peeve of mine when my character's feet slide around on the floor in a pose, so I pay extra close attention to that when I'm doing my own animations.

spare yoke
#

I'm quite new to it all so I've not done any proper animation work, all ive ever done is import stuff via mixamo. In fact this pack is my first purchased models & animations

#

So I wouldnt know how to avoid it xD

meager drum
#

It's sadly common, I even see it all the time in AAA titles. Makes my eye twitch

hybrid tinsel
#

@hazy arch sprite renderer has the option to flip on x or y axis. You can also just invert the scale(which also affects child objects)

novel portal
#

anyone know some good resources or videos to set up running tilts and pivots?

spiral pond
#

I have a small issue using animation rigging with my character, I am using the free basic motion asset for my character movement and I wanted to using rig a weapon to my character.

But as you can see the hand position is not where it should be (right hand should be where my axis are visible)

#

I have those warning in my animator and I suspect that there is something wrong with my animation, but I can't figure how to fix it

#

My character is of type Humanoid and same for the animation

meager drum
#

The message seems to be saying that the animations aren't Humanoid

spiral pond
#

I don't that that message until I try to do the rigging, so I assume the rigging itself is not humanoid ?

meager drum
#

Humanoid in this case just means that you mapped the joints onto a humanoid-type avatar in unity.

spiral pond
#

Hmm I am not i understand what you mean 100%, my animation is of type humanoid, my character as well, but I don't understand what you mean by the joints

meager drum
#

When you created the humanoid avatar you mapped the model joints to avatar joints. If the model's joints were pretty standard it might've done that for you.

#

But it literally says "Some generic clips" - generic implies something isn't humanoid

spiral pond
#

Hmm okay, I will try to do another retargeting

blazing sandal
#

Please help. I am using the built in animator. I am trying to add jump animations. I need to be able to jump from any of my several directional movement animation/states. Will someone please advise?

nova forge
#

I'm having a problem with my position when I'm animating. I try to rotate a bone, but it also adds key to position, adding to it even if I don't want it to.

#

Is someone knowledgeable about that? plz, advise if yes-

wild sleet
#

Are there any free arm and gun model and animations

#

I found one but it's super low poly

outer gale
#

Any expert on Animators and Timelines who can help me with this super irritating problem?

#

For no reason this keyframing just STOPS working completely for the Focus Target
I'll keyframe the Focus Target reference transform to different objects over the animation, and it works properly when i play the animation through Unity Timeline, but randomly at some point later when i'm playing it, it resets the Focus Target to None for EVERY SINGLE KEYFRAME
Anyone have any clue what the hell is going on here?

hybrid tinsel
#

@outer gale For some reason unity hates keyframing postprocessing

outer gale
outer gale
hybrid tinsel
#

...hrm, so it is.

#

I hadn't noticed that it was the script.

#

Hrm. Weird.

outer gale
#

It keeps all the other data like camera moves and stuff but not the Focus Target

hybrid tinsel
#

Could be

analog tusk
#

Good morning, I have literally no experience with animation within unity so this may seem a very simple question. I have added a simple rotation to my player controlled gameObject, is it possible for it to rotate without changing the axis? I wish for the player to move as if the object is still, but to add a rotation just for aesthetic reasons. Thank you in advance for your help.

exotic igloo
#

does skeletal animation work for pixel art?

#

ive drawn a big ass skeleton player and animating it frame by frame scares me

hybrid tinsel
#

@exotic igloo Depends on the style you're going for.

scenic pecan
#

If 'Has Exit Time' is off, do i still need to configure stuff in "settings" so it doesnt make any transition?

hybrid tinsel
#

@analog tusk I'm not entirely sure that you're asking

exotic igloo
#

ive just started switching the game to pixel art so idrk about the style

analog tusk
hybrid tinsel
#

@scenic pecan You seem to have it set up correctly.

scenic pecan
#

a mean.. i have 11 more transitions

#

configured by default

#

so.. do i need to setup up each one to 0 transition duration and offset and bla bla?

hybrid tinsel
#

Yes.

scenic pecan
#

(dont understand too much about those options XD)

#

okok

#

thanks :>

hybrid tinsel
#

No problem:D

exotic igloo
hybrid tinsel
#

@exotic igloo Some people like the look, others don't.

#

There are also shaders you could use to make rotation look more pixelly.

exotic igloo
#

is there any examples in games you know of?

#

or just examples generally ig

hybrid tinsel
#

google I suppose

exotic igloo
#

ok examples look better than i expected, although if i ever make it a finished game i might do frame by frame because it still prefer it

#

ty

hybrid tinsel
#

I meant the google game

#

with the t rex 😄

#

But yeah, you could do the rotation and then pixelate it

exotic igloo
#

wha

spare yoke
#

So I've got my second character working but for some reason she T-poses for a split second before going into one of the animations.
I've even tried swapping it out for a different one and its the same thing happening

#

I've checked exit times and there arent any. Any ideas?

meager drum
#

Maybe nothing is recorded on the first animation frame? Try cutting it out from the import settings

lone swift
#

Hello, I'm creating an Animation with a camera and I added a rotation, but for example I only want that it start's rotating at waypoint 1, but it's rotating already between 0 and 1

cosmic flicker
#

Hey all, I have a software questions for 2d animation. What is the standard software for frame by frame hand drawn sprite animations? As photoshop is quite expensive over the time are there other programs that can do you the job? I was thinking about clip studio paint but finding answers to this topic is quite hard. Maybe someone here has some experience with 2d hand drawn animations? Please @ me with your answer!

ancient siren
#

Is it possible to use an animator for a different object, or just the object it was made for

#

Oh wait, I know, ill just make a new animator and put the old animations in it

charred flicker
#

well you can have different characters f.ex. with same animator, just pass in different variables with script?

#

oh you mean just component right

uneven granite
#

So I'm using animancer, and am trying to figure out how to play an animation on only my hands. I have the mask set up, but it breaks my character animation. It puts him halfway underground. I'm using my existing animation controller as a base, and it has the "hands" layer setup, too.

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I was able to get the mask working through the animation controller alone, but when I play the animation that closes my fists through the animancer script, it breaks my character lol

twin musk
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Is anybody else having extreme trouble with Animations using Collaborate in 2020.2.3f1? I'm talking my partner making changes to Animators (such as assigning different, new clips) and these not being applied on my end despite having pulled Animator changes from Collab that he pushed.

meager drum
outer gale
# hybrid tinsel Could be

Figured out the problem if you were wondering. So the references to objects were scene-dependent, so when you exit the scene (like closing unity and reopening it) it loses those references for some dumb reason

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If i set the objects to Prefabs instead of instanced assets in the scene, it works, but that's useless for my purposes

hybrid tinsel
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Ah, ok. I didn't realize you were leaving unity, I thought you meant it happened mid scene

buoyant stream
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how do i downgrade the unity version for one of my projects

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nevermind

drowsy heron
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if iam making a game with c++, and i make an animation in unity and generate the animation file, can i use it with c++ in the game?

vagrant cairn
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im trying to record rotation in the animation timeline but my rotations keep getting applied to every key frame and not just one. It also gives me this You are recording with an initial rotation offset. This may result in a misrepresentation of euler angles. When recording transform properties, it is recommended to reset rotation prior to recording UnityEditor.Undo:InvokePostprocessModifications (UnityEditor.UndoPropertyModification[])

hybrid tinsel
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@drowsy heron Unity animation files are very simple to parse, but there are probably better open source formats.

haughty steeple
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can someone help me with animating my player? I set it all up, but it does not properly transition from one state to another even though it's all set up properly. Basically the state does not change from idle to run, run to jump, etc.

modern escarp
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I am creating an animation pack for creating a movement system. I'm afraid I will make the animations wrong, as I think it is important that each animation starts from a specific leg, i.e. the legs that will be in front of the character at the beginning of the clip.

Can you tell me - Which leg does the each animation start with?

hybrid tinsel
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This is a unity server, not a google random stuff for you server.

drowsy heron
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you didnt mention animation libraries, if you did i wouldve searched

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but anyway thx

low nebula
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why isnt geometry being added to arms and legs?

strange trout
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I've been having some trouble with the TopDownEngine Asset working with Mecanim. The developer has a lot of single frame animator parameters set as bools when they should be triggers and my transitions don't seem to be catching them. specifically I'm triggering an attack animation. Kind of a long shot but does anyone have experience with this?

haughty steeple
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can someone help me with animating my player? I set it all up, but it does not properly transition from one state to another even though it's all set up properly. Basically the state does not change from idle to run, run to jump, etc. Can someone jump into a vc and help me out?

hybrid tinsel
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@low nebula are they separate sprites?

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@haughty steeple if it was set up properly it would probably work =p

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How about you show your code and your animator?

whole trellis
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Does unity animation has deformation tool like this on photoshop?

haughty steeple
hybrid tinsel
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@whole trellis not exactly like that, no. But you can do similar.

hybrid tinsel
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Well, depending on your needs you could just use bones, or you could use something like the Deform library on github.

whole trellis
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bone doesn't work. I want to bend a bow which is not based on bone segment

hybrid tinsel
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If it's a Sprite you can add bones.

whole trellis
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but it give totally different bending

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its cool for bending leg and arm, but not a bow

hybrid tinsel
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You can do all sorts of stuff with bones; I have no idea how a bow wouldn't work

whole trellis
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because there no bone in a bow. it's a curved stick that bend like a curved stick, not segmented bones