#๐โanimation
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I didn't have a bow picture handy but you get the idea ๐
I'm on it, that seem tricky as fuck to bend a bow tho
Well, you could also use bones along the axis that bend
I tried this but I can't close the bones segmentation
Your mesh is all wrong for that, and your bones are arranged badly for it
Personally I'd make the string a separate sprite, makes it MUCH easier
but if not, then you need to add vertices between the string and the bow to avoid deformations you don't want
that actually almost work!
this area should be where any interpolation is, the actual string and bow should have no weights from each other at all
You can set an ik target where the arrows meet
and use it for both the top and the bottom- think of each side of the bow as a separate limb
The mesh and weights are as important as the bones
ok thx I'll try something
๐ค
The bow bend just fine, the middle of the bow is invicible?
I exclued it from the mesh cuz I don't want that part to be bended
Anything not covered by the mesh will be invisible
But if I cover it it will bend
These 2 bone on the string arent linked
alright everything work!
thx for ur help
i have a model that doesn't follow the normal humanoid body, could someone tell me the easiest way i could rig it
@twin musk That is a very broad question; can you be more specific?
Awesome
alright gimmie a sec
im new to unity, rigging, modeling, ect
should i rig it in unity or should i swap to an easier program
Nice! Maybe add a bit of wobble after the firing, secondary motion.
@mersh#5449 People usually don't rig inside unity for 3d objects.
i really hate that animation are slightly off with fixedUpdate()
Since all my event occur in fixedUpdate instead of animation event (a lot of stuff are going on in the background so I disable all the unnecessary stuff), it has time to play 1-2 extra frame and provoking the whole loop to restart
I have an idle state and an attack state. If I played the attack state and during halfway of it playing I want to return to idle state. How would I do this?!
Make a transition state with ether exit time off or where you'd want it to exit.
ha not halfway, you meant finish the attack animation then return to idle?
No. I meant half way of playing the slash attack, I want to instantly return to idle
Something like this
Ummmm
in your code, animator.SetBool("Idle", true);
whenever you want it to go back to idle
So lets say you are in idle, you then click your mouse to attack. During your attack (for example, it takes 1 second), during 0.5 of that animation you want to return idle. Is there something in code to instantly exit out of the animation and return to idle?
That's what they just showed you. Setup your animation as in that screenshot, and set the parameter back to idle. It will instantly exit
or you can animator.Play("Idle")
Oh okay, lemme try that
yeah if its instant you don't need a transition. I still do a transition for scalability purpose
@whole trellis Thank you for the help.
freee?
the 2 i use are not free
ik
PaintTool Sai
nvm it is not free
i dont know any free software other than gimp actually
good night, i have to sleep, good luck
yes, I dont see any reason it would not
[EDIT]
assuming what you mean is
"can you make 2d animations using blender?"
Hello, what's the easiest way to make animation when recording with the unity recorder?
@whole trellis The system isn't designed to be used that way so it isn't surprising.
In my own game I use a coroutine to wait for the end of the frame a animation event goes off instead of mid frame.
@cinder quest The animator is very greedy about controlling keyframed properties even if the active animation doesn't use it.
so it will still affect properties even though it isnt playing
You can use LateUpdate for your aiming script if you want to aim after the animator updates each frame
Im using fixed update to aim the dagger
Why?
I heard somewhere that its better to use fixed update for moving things, and calculations and input for update
So do I still need to move the aiming to late update
You probably have no need to aim 60 times per frame when your input is once per frame.
Fixedupdate is for physics and stuff like that.
Hello everyone ๐ค
I made a 3 stage jump animation and I'm having two "hick-ups" in the first stage (the upwards animation). In the video i set the animation playback speed to 0.1 to visualize it better. With the original playback speed, they just happen quicker. I'm using root motion handled by a script and everything works smoothly for the ground movement. I'm applying the movement with rigidBody.position += animator.deltaPosition inside OnAnimatorMove() which works fine for all other animations. Also at the time these "hick-ups" happen no transition is active and no StateMachineBehaviour is active and I have deactived gravity.
Every help is very much appreciated, since I have spent a lot of time trying to figure out what is happening here ๐ฅฒ
This is the curve in blender before export:
Was anybody else struggling with a similar issue?
Maybe bake the y into the pose rather than using it for root motion?
Thx for the response. Yeah, I'll maybe end up doing that if I don't find another solution. But would rather use root-motion for the y movement too
I think i finally figured out what the problem was. I think it was my temporary camera setup. My camera is following a transform parented to the rootmotion and somehow the movement of this transform is a bit behind the animation, that's why the character moves up first and then the camera follows a bit later.
But I'm not 100% sure yet
But if that's the problem then I'm clueless why that transform doesn't follow the root motion
That's probably a bit offtopic here, sorry ๐
I think it's fine
And it might be that the follow script is a frame behind the animation
If it is running before the animation updates each frame
It would only catch changes a frame after
Putting the camera follow in lateupdate might help there?
@hybrid tinsel Actually me it's the opposed, the animation end slighly before so my bool (used as a trigger) are not unchecked. But I think ill just uncheck the bool on the first update after animation start it should do the trick
Why not just use a trigger?
because there a lot going on outside the camera, so I disable animation and other stuff for performance
Ah
but event still need to occur
Hmm yeah, I think putting it in late update would be worth a try. Now i started switching over to Cinemachine anyways and with some dampening all of "hick-ups" are gone. But thanks for the input, it's good to keep that in mind next time
hello, how to appropriately approach vegetation growth in Unity? Things like https://www.youtube.com/watch?v=sz0jwfOmhEo or https://www.youtube.com/watch?v=OwzK9gYCkQ4 ? I am not even sure where to post this question. Any hints much appreciated. DM pls
Far cry 2 simulates real time vegatation!
This video show, how the Nali Healing Fruit Grow from his seed.
I have never tried it out myself, but I have heard about shape key based animations and watched this tutorial a while ago:
@crude creek you can try using blender shinkwrap modifier as show in this video https://www.youtube.com/watch?v=K2z4tVAwkfk
Have you ever wanted to animate a plant as it grows?
Watch this tutorial to learn how to create a growing plant animation quickly and easily with Blender 2.8! Blender's new additions are all exciting and animation is a part of that. This video is a full guide aimed at Blender beginners and it will show you all the steps from modelling your plan...
shape keys are also a good idea
@last gull and @twin musk thanks a lot for your replies, I will check these out
Someone also recommended Vector Displacement Mapping approach https://80.lv/articles/case-study-vector-displacement-mapping-in-real-time I am also thinking if this somehow would be doable totally within Unity only (I know this might not be the best idea) - for example with some "morphing" magic with use of some features of https://assetstore.unity.com/packages/tools/modeling/mega-fiers-644 with use of assets created with https://assetstore.unity.com/packages/tools/modeling/mtree-tree-creation-132433 - could anyone tell me pls if this idea is even worth consideration?
I have never about this but it looks very interesting
Can anyone explain to me why my Charakter moves +y after animation? The first frames he jumps, falls down to the ground and while falling scales tinier and the last frames go back to normal position
And after the Animation stopped he moves +y for no reason like 0.314124
if you exported it from Blender please keep in mind that both of these have different axis for the up-down
also consider loading your character into Mixamo service and exporting it with animations that you would find best looking in the preview
Hi guys!
Does anyone know of any (free) alternatives to Radical's motion capture? ๐ It seems pretty pricey, but maybe that's just me!
Hello,
I've made some research, and the unity animaition event system require to create a function for each event name used in animtion event.
In my case, I don't want to hardcode things just because an animation got an event, also I can't ignore it cause not having the function leave an error
Is it possible to create a function "OnAnimationEventReceived(string eventName)" and process all of them inside?
Thanks
Is it possible to do animation based on a variable
Context, I have an archer shooting arrow in a straigh line, i need to define keyframe based on variable angle
plz i want some advice on how make melee attack combo i want to make smooth combo with each weapon
You could try interupts
https://www.gamasutra.com/blogs/ArielMarceloMadril/20191003/351550/Unlocking_Unity_Animators_interruption_full_power.php
You could name them all the same function name, then use the parameters to pass values
https://docs.unity3d.com/Manual/script-AnimationWindowEvent.html
My move animation seems to have a semi-random startup lag. The sprite will start moving while still in idle, before changing into the walk right animation partway into movement, and not even always at the same time. I know it isn't the code's fault. When viewing the transition from idle to Walk Right in the animator, it seems the Preview thinks there are 66 frames, when in fact the Walk Right animation only has 17 frames. Could this have anything to do with the problem?
It's grid based movement, so movement happens in discrete intervals
Anyone know about this issue?
maybe ur idle -> walk transition animation has a exit time
I turned exit time off. It helped but didn't fix the issue.
The animation delay is somewhat random. Sometimes it starts instantly as soon as you start moving, other times it's delayed by, say, half a second.
try to force it animator.play("ur animation")
if it still delay then we know the problem isn't in ur animation
how to make sheet to be animated in unity
basically how to assemble arms legs etc as different parts to easier animate
also can i make animations somewhere else and import it
for a game
im gonna draw something in krita but not sure how to make it able to be animated somewhere else
Yes, I think it should work for a game too
hmhm face animation with Blend shapes drop my FPS down to 20 FPS ... is there a solution or trick for that ?
My fighting reaction animations seem to be playing more than once when hit, even though I've tried using code to turn off the colliders when they hit
Is there any way I can use a sort of bool to use in the reaction methods to check that the animator isn't already in a transition to stop it happening multiple times?
your animation doesn't stop when ur turn their condition off, you have to do something to leave the state like transitionning to another animation
@jolly burrow That's strange, I haven't noticed facial blendshapes impacting my FPS
Can anyone tell me why my orc be looking swole when I import an animation made in Blender?
Changed some settings in my blender export
First he's a troll blob thing, now he's grass
Changed some more settings, now he's even more swole
Got a question, how are things like enemies reacting to punches implemented? Are the areas that can be punched fixed so there are just pre-determined animations, or is there a procedural approach?
@willow cloud Is thate just a general design question?
No, more of an implementation one. Let's say you're tasked with setting up the animations for a enemy boxer in a VR boxing game, how would you set up the animations for when the enemy gets punched?
have a pretty basic question.
I have an animation graph active on a character in my scene, and I'm triggering stuff with it.
Is there an easy way to visualize/debug the current graph and parameter states on a given animator while in play mode?
oh nevermind, figured it out. just have to click through the instance in scene to do it.
@willow cloud Sorry for the delayed response. I would just use hitboxes, that'd be the easiest way, a procedural approach would probably be a bit of a waste of time
Yeah, that's what I thought would probably be the most feasible. Thanks @rancid furnace!
Sure thing!
Are you using separate blend files for animation and model? Seems like there's a mismatch between the animation and model scale
Yeah procedural animation is possible with c++ @drowsy heron , if you mean IK stuff there's bound to be lots of code for it. I know at least for OpenGL stuff there's a lot of tutorials and code floating around
Hi, im still learning a bit about animations but I was curious if im going about this the right way.
I have an animation controller for a mixamo rig and the base layer handles all of the locomotion and then I created a new layer for weapons. I use an override controller to handle the specific animations for each weapon type and then I have a weapon container under the hand bone in the hierarchy. Does that sound about right?
Not finished with the transitions yet but thats the base layout above
One question I do still have is how do I animate the weapon container, I was going to use blender to rig it but the weapon container won't exist there because i created it in unity. Do I need to setup the weapon container in Blender and rig it there?
is it possible to transfer a blender anim to unity?
@willow cloud is it more of a rendering thing or a more code thing? like for example if iam to make the game multiplayer, will the code for the procedural animation be done client side or server side, iam asking cuz iam gonna be handling collisions server side
does anyone know what type of animation style is used in this video by the character? https://www.youtube.com/watch?v=6BrZryMz-ac where it faces towards the mouse and can walk forwards or backwards without it looking like its moonwalking?
Combat keeps the player engaged as they explore my game, so I improved how the enemy interacts with the player and their environment. This tweak made combat so fun that a tester spent over an hour repeatedly fighting a handful of enemies. At this point I knew I had an engaging combat system!
Howdy, and welcome to the 12th indie game devlog for ...
Hey guys! Probably a noob question, but how can I convert a bvh file to fbx?
I am doing some VR motion capture which yields a bvh, but to retarget it in Unity onto my model, I need an fbx file. Any pointers? Thanks!
is there a way to use unity animator without the visual scripting, cuz at some point it become unreadable with too many link
@drowsy heron depends on your granularity. I have a multiplayer game that uses IK, but the IK boils down to using the positions of an HMD and two VR controllers. Since the hitboxes in my game depend on this procedural animation (so I can dodge stuff or move my hand and not get hit in the arm), I have both the server and client simulate it, where the server is responsible for collisions and the client is responsible for just the graphics. AFAIK in general you want to keep collisions and physics (so code stuff, that controls game mechanics) on an authoritative server to make sure the world simulation is centralized, while you want to put the other stuff that doesn't matter as much and can be done on a per-client basis is done client-side. Unless absolutely necessary, try to keep the hitbox independent of the animations, because you want animations on the client-side for minimum latency.
Is it possible to change a muscle's default value for a Humanoid character? My character's eyes at looking up instead of forward when the muscles are set to 0 ๐ฆ We can compensate for this in animations, but for IK it becomes a problem
@willow cloud alright thanks for helping
@meager drum if i change it through script there is no lag but if use the slider in editor it lags badly ^^ no clue i just go with it
Oh, yeah, I've had all kinds of weird problems with them in-editor. Like, a lot of times I can increase the shape's influence but not decrease it again. But it's all fine in script at runtime.
Is there a way to animate rig effectors in humanoid hierarchy?
Someone know how to fix Parenting issues with Rigify and Unity? I Rigged this Character with Rigify and it has Ears and a custom Jaw Bone but they not follow the head bone in Unity . someone know how fix this i also would like to use Humanoid Rig ? lhttps://gyazo.com/f3d67a7fba9dc48c12b7056de0ec929c
Humanoid rig doesn't directly support extra bones. But you can use them; you just have to create a mask for them when you import your animations. Check all the "extra" bones you need in the mask. It just limits your ability to retarget animations to other models.
ohhhh thank you i gonna try it out
mmmm will i be able to use just normal Humanoid animation with this ? i have not animated the ears and would just love them to follow the Head bone ^^
They should "just follow" as is really. I suspect that might be a weight painting problem? Joints follow the normal parenting rules of any other game object - go into Scene view and see what the joints are doing vs what hte mesh is doing
Actually looking the video again... that hierarchy looks... screwed up
Are these really not all under the same root?
yeah hmhm ... i belive my rig has 2 set of spines . i used rigify and the script to Convert it ..
noo they not
It's really gotta be a single hierarchy
mmm you by any chance how i do that in blender / rigify ?
Sorry, wish I did. I've only ever used Maya and I'm an amateur at that
This is what one of my character's skeletons looks like, with a lot of extra joints:
She has extras along the way for cartoony bending of limbs if desired, and she has extras in the head for her hair.
But it's all a single hierarchy
but good ๐ now i know where the issue is i need to fix .. thank you for your help alot
No problem ๐
blender Hierarchy nightmare https://gyazo.com/a535407773262a4e444e741b22e8d123
You can see in the animation video you posted how like, the head is somehow connected to... the feet? tail? The blue lines showing the connections are kinda crazy-pants ๐
yeah ... i am not sure what im dooing ๐ but i see if i can fix the parenting in blender
okay ... so the issue is Rigify ๐ and the way it converts the rig ... i will have to change the parent there manually cuz in the Deform Rig it is not getting set up right thanks for the troubleshooting https://gyazo.com/d25e50b4df9866b7bf24c00eca317d0b
You're welcome. Good luck!
i get the animation inside unity now ... but the first bone gets fully ignored it looks like ... How do i fix that ? adding another Root Bone ? https://gyazo.com/e31fc89581990dde25b5f8300d7e441a
Oh boy... I was struggling with a custom rigify rig too (for quite a while actually). It's so annoying that it has to be that complicated. But there is a pretty good tutorial series on how to do it:
This is a new video in my Blender to Game Engines series (aka "Bridging the Gap"). Here is the full playlist:
https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
This video is made possible by the people who support me on Patreon and Gumroad.
โSupport CGDive
๐ธYoutube Memberships
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Despite it all I didn't manage to do it myself (a reason was that I'm using a few stretchy bones) and ended up buying a plugin... Next time I would like to learn how to do it myself
Hi! Can someone give me their opinion on putting logic into State Machine Behaviors?
I been told its not good to place non animation logic into there because of how it works, but i feel like its the most clean approach.
I just want to use MovePosition on my rigid body (to get close to an enemy) while the Jump animations plays, so i thought on including it in the OnStateUpdate
I did the same thing and its working for me. But I'm very new to this so I'm also no sure if it's a great idea to do so...
thanks for sharing ๐
Seems cool, i think its okay as long as it behaves as you want it to.
yeah i guess ๐
as long as my friends who work on the same code don't start cursing about it ๐
should i be animationg models in unity or blender?
Hey, i wonder, what would be more costly
-
Constantly animating a light source, creating a sunrise/sunset effect.
-
Every x frames/seconds changing the rotation value of the light source a little.
I would assume that constantly animating the sun source would be alot more costly?
I think blender has better control. Easy animations can be done in unity, no problem.
But for advanced movement like animals or humans, blender is better imo. Unity works fine with basic animations such as hover, or basic axis movement.
aright thanks
Hi has anyone ported content built in Anima2D package over to the new Unity 2D animation package? I've heard it's just repackaged but does that mean all the components just work with the new package (same GUIDs)?
Can anyone give me any hints on how to enable keyframes? I am lost on that
@hardy crypt It definitely is not just repackaged. They aren't compatible because the unity version doesn't use mesh renderers, and several components are renamed, combined, or missing.
Hey, i guess im at the right place, I would like to know if it is possible to change a materials during a timeline ? And if yes, how !
Thanks for the reply. OK that sucks, I guess I'm better off sticking with Anima2D, I'm just worried about it falling apart in some future version of Unity.
You can enable keyframe by moving/rotating (even its .001) ur object :)
Maybe someone wrote a script for migrating bones from one to the other?
Got it now. Thanks
I believe that animations can be interchanged between them.
But haven't tested it
But you'd need to have a matching rig
Yes, that makes sense since the bones are both just Transform animations. The characters would just have to be re-rigged which is a bit of a pain. For now we'll stick with Anima2D and hope it doesn't break.
I've actually been considering using anima2d a bit
To make use of the meshrenderers
hi all, is there a way to move clips into another tree
I've been wanting to know this as well. For a long time.
Never was able to find an answer.
Hmm, yeh so how do assets I download have multiple, have they imported them as one?
seems like such a waste having to repeat the root and settings parent
@twin musk @quick cipher If you name the imported files in the right way unity will combine them
You can check the manual under file importing
thanks @hybrid tinsel ill give it a try
is it possible to point to the manual where is mentions animation clups?
under importing models specifically
ah think ive found it, thx
What is the basic premise for animating/handling a character turning in an animation?
in terms of how their actual angle is reflected and transitions
so for example imagine a character turning 180 in the animation.
You can either directly rotate their transform, or you can have a turning animation and apply its root motion to do it
Hey all, for hacky reasons I'm trying to quickly "traverse" through the states of my extremely convoluted animation state machine without any of the animations playing, what's the best way of doing that if there is one at all?
@surreal warren Does it actually have to traverse? You can tell animator to jump to a specific state
Could I do that but without actually playing the animation or tricking it in a way so that it "arrives" at the end of the animation in that given state?
I'll test that out, I assume it's with the normalizedTime under with Play?
Hey guys, I'm looking for a bit of guidance. Say you want to have more complex animations in your game that depend on certain variables. What is the best way to do this? I heard that Mecanim can help but I know nothing about it.
For example, I want the artillery units below to have an animation that aims their cannons as below https://cdn.discordapp.com/attachments/821230035310215198/823085157438455818/IKExplosions.gif
The aim depends on the relative position of the target
Right now this is all controlled through some co-routines but it'd be nice if I could do it through animations for greater decoupling
ahoy hoy folkadots, quick question, is the animator window only able to follow one branch at a time or smth, it only ever seems to follow one for me in this setup
It can only do one at a time, per layer
aah, ok, perfect, thanks!
Hi guys, got a question. If I wanted to have my character climb a ledge, would it be better to have it move along the axis/move its position in the animation(then set its transform to the position where the animation finished), or have it animated without moving its position and moved via code? If that makes sense
Thanks
My first approach here would be to use a StateMachineBehaviour script on a state inside the animator and then inside that script measure the angle of the vector from the gameobject to the selected field, quantize it into steps of 60 degrees und rotate the gameobject accordingly.
But I'm not really sure if that's good advice ๐ I have also heard people saying that putting to much logic inside StateMachineBehaviours is bad practise. I for myself like that workflow and I use StateMachineBehaviours extensively and its working fine for me. Maybe someone else here has more experience with StateMachineBehaviours and the Dos and Donts related to them?
Okay yeah I figured that I could have scripted animations like that. I was also thinking that that would be my best bet. Just wanted somebody who knows the workforce better to validate.
I'll start there for now but if anyone has something better to propose please do
Thanks :)
Hey guys, im trying to directly save my blend file with its actions into my Unity files "assets"
is there anything specific i need to do to get my animations to show up in unity?
so far i have the model/rig etc. but no actions
so its imported something called "scene" which appears to just be one animation, and thats whatever action was chosen when i save the blender file
anyone got any ideas?
i've tried baking the animations, and checking "fake user" next to each action, but still nothing in unity
Okay so I have this situation
I have a 3d model w/ bones, and no animations
I have a .anim file which should work for this model but I didn't use the animation tab on the model
so as far as unity is concerned everything in the .anim file is not referenced
that's the warning I get in the animator tab
Here's my rigged model in the Hierarchy
now I my question is "How do take all the bones shown in the Hierarchy, and move them to the animator tab without deleting the keyframes?"
All I need to do is reference the bones.
So how could I do that?
Even if you only have an idea, I would love to hear because if it works it would save me ALOT of work, and it would look wayy way way better than my poor animations
Sorry, I wish I had an idea. I've never worked with an .anim file
dang it
okay well I didn't like edit it manually or anything.
It's just the file that unity generates when you create a new animation
Oh, that. Then... I don't understand what you're doing. What's it have to do with the animation tab on the model?
I am trying to resurrect a dead game by basically reprogramming it's logic and taking it's assets
So what I did was take the assets from the original game who's bones you can see here, and I found some .anim files for the model animation
however when I try to combine the model and the animation, I get this error
I think, if you put an animator on the model, and then setup an animation controller to use those animations, it should all line up so long as the joint names line up
cannot use an animation controller
the games old and it's animations don't work with an anim. controller
Well, I'd still think playing them directly on an animator with the right hierarchy should work
I think I found a fix for my problem
so I found out that by clicking one of these yellow text areas over and over (there's 100% a better way than pressing the text over and over but Idk how else to get this to work) there will be an input field revealing the absolute path to the gameobject (which doesn't exist)
well turns out that I can enter the path where the root will be the gameobject under the one with the animator component
Player - (Holds animator component)
|_> Role21
|_> helmet_021
|_> role_021
All the gameobjects under the player Gameobject will act as a root directory
So I would replace the path which caused yellow text with the real path Role21/bla/spine/arm/hand/pinky or whatever
Thanks for your help though ๐
I appreciate it
Sure! Sounds like what I was getting at, but you found an interface I didn't know about
How can i change the animation that is playing, i have my transitions set up with the animator, but i want to be able to change it with script
and yes, i tried google i couldn't what i was looking for
In what way do you want to change it?
nvm, i figgured it out, i was looking for animator.Play()
ah cool
Does someone know how to do something on the last frame, before a state starts transitioning out of the current state?
i don;t really get what your asking
I'm trying to set a variable inside a StateMachineBehaviour script right before the transition into the next state happens. My problem is that when I set a variable in the OnStateExit() Function the OnStateEnter() function of the next State will be called before that OnStateExit() Function. The end of the current state and the beginning of the next state overlap. This makes it impossible for me to guarantee that my variable is set before a new OnStateEnter() might change that variable.
It's a real headache ๐
The OnStateEnter might be being called first because of the Transition time. But, the solution for what you need could be Animation Events. Did you tried that?
You can put Animation Events on your animation clips and call a script function on the frame you need.
Just note that the script with the functions needs to be on the same GameObject with the Animator Component.
Thanks for the answer. The problem with Animation Events is that I have the same animations being used in different states and I only want to trigger the events when my animator is in a specific state. So I don't think Animation Events are a good solution sadly... Otherwise they would be exactly what I'm looking for. What I'm doing ATM is waiting for the first Frame not being in a transition anymore by checking this:
It works but I'm not happy with it ^^
Also I'd like to do stuff inside the StateMachineBehaviour so that's another reason why I can't use Animation Events as far as I know....
Sorry for the delayed response, I took a short break.
Yeah, I'm using a model I downloaded from the asset store. It was a model with 4 separate animations as FBX files. I wanted to create my own animations for the model.
Everything I tried wouldn't work. It'd import rotated and/or scaled incorrectly and/or the animation wouldn't work at all.
Even importing pre-existing animations and re-exporting, that didn't even work. Even though they're the same animations that (with the original files) do work with the model correctly. And I didn't make any transformations to the animation at all.
Hi, I'm encountering frustrating behaviour when working with an Animation Clip in Unity.
When adjusting any one point in the curves, or from the dopesheet, all my curves are adjusted across the entire clip. I'm not sure if it's intended behaviour or not and can't find any setting to prevent the behaviour. I'm wanting to split this large clip into smaller ones and start building them into the Animator State Machine.
Please see .gif below for what's going on:
Anyone have any suggestions or fixes?
I have a motion .fbx and .blend in my assets floder, im able to play the animation in this small tab
but it don't pop ip here
with out my walk animation i slide ;-;
I am having problems while animating two moving obstacles the same time
Anyone who will help me??
Is there something like mixamo but for facial animations instead of body animations? I don't care whether it's free or paid software.
lol I have fixed the prob by researching no prob yay
Is there any way to tell Unity to disable animation interpolationย ?
I am using an animator component to handle my animations, and when I set my running animation as the default animation to run it always stops and waits for a second and then it loops.
How do I disable this?
Here's a demo to clarify
The first time you can see the animator component running the animation, and the second time you see the actual animation.
As you may notice the animation itself does not pause, it's the animator component which is doing so.
Here are the animator blueprint and the animation property
It seems this question has been asked before in 2012 but to no avail (https://forum.unity.com/threads/animation-pauses-at-set-point-in-loop-why.118910/)
do you need an avatar for generic (e.g. animal) animations?
I'm not quite sure
The animation type on the model is Generic so Imma just say yes, that's what I need
Alright, I fixed it.
is it possible to apply root motion movement to in-place animations?
You could just manually move your character inside the OnStateMove() function inside a StateMachineBehaviour script that sits on the state that is playing that in-place animation.
Does anybody know how to trigger an event (i want to play a sound) when a specific transition is happening inside the animator?
If I wanted to have my character climb a ledge (2D animation), would it be better to have it move along the axis/move its position in the animation(then set its transform to the position where the animation finished), or have it animated without moving its position and moved via code? If that makes sense
how to make good character animations? Mine one is like too much slippery legs
Hey, how would I make a drain / collect animation where I go close to an item and it sucks towards me and later disapears?
Like im a giant vacuum machine ๐
A 'hardcoded' animation will not give me the result since i may be moving, and also it needs to move towards my character even though the item might face a random direction. OR does unity support some kind of dynamic animation?
Edit: Did a simple solution with Vector3.MoveTowards. Works fine but look a little bit boring ๐
Are you animating in blender? Check out a tutorial im sure some good tutorial will cover all you need.
Im not sure what you mean with slippery legs to begin with ๐
@chrome basalt set the curve to 'broken' between the sections?
I'm trying to make a palette swap shader in Unity, but in order to do that I've had to remap the uvs on the model that I exported from mixamo. I imported it into blender, marked the seams, adjusted the uv maps, then exported it from blender, but now it looks like this. Any idea where I've gone wrong?
I should say the frog hat is a separate object
Some mesh parts are not being imported sometimes. Maybe thats the problem ฤฑdk. That was a common problem but I never noticed. There is many tutorial bout that
Alright, I'll have a look. Thanks
Np
circumvented the whole issue by sorting out the uv maps before uploading to mixamo
Does anyone know how to fix this
when i activate my animation it just makes it stuck in the ground
pls
help
Looks to me like there is no active animation, that looks like the Humanoid Avatar bind/idle pose
Maybe you don't have the animation set to loop
How does one fix missing animation clips from Blender into Unity?
I'm editing animations on my model and now only certain animations carry over and the rest don't exist in Unity.
However, I can open up Blender and they are there and play perfectly fine.
Any advice?
Are they completely missing even inside the menu which popups when you are adding new animation?
Yes, even the source animation is gone. However, its still there in blender. Last time, I had to remove all NLA strip animations, unlink user data, and then fake user link all the animations and then re-add the NLA STRIPS for it to carry over....
i got a problem when importing my Character to unity ... i import the same fbx file but it is giving me different results, i dont understand why it is only importing fine in one of my Projects but not the new one https://gyazo.com/36470010b9962401c72d5dff17d4c971 somebody got a tip for me how to get the model in my new Unity Projeect
If that's literally the same FBX file in two different projects, I guess I'd compare the properties on the importer between the two of them very closely
Thank you for your reply! I'll give it a try.
i will check it but i have not changed anything at the import settings . but maybe in one project they have different default Values . i just drag the fbx , from the working Project file into the New one ...
Unfortunately did not help. ๐ฆ
I could send the .anim file to checkout if you're willing?
I can't at the moment.
Wow! Those look awesome! ๐ฅณ
Waait, so thats the same FBX file in 2 different unity projects? That's super weird
It can only be the import settings then, right?
i have compared them ... and i don't see different settings ... but i also don't change anything while import just drag them in .. i could not figure it out yet . so i just keep using the Project where any imported fbx works without issues ... just hope it wont get issues later on once i done animation and everything ^^ https://gyazo.com/4094f2aaa4098ea67872b58474adfff4
thank you good sir
Anyone thinks I should slow down the fps speed? He looks a bit like the Flash's idle animation in Injustice 2
So the same Unity version, the same FBX file with the same Import settings butt different results? Oh Booy, that sounds annoying. This is really weird
Project settings?
I once had problems with my weight painting, because in a new project the Skin Weights were too low
@last gull ohh yes thats it ! thank you ... that fixed it, it was set to 2 and with 4 it is deforming better
Great! Yeah, I was struggling for a while too because of that setting
im still quite new to Unity .. and yeah thats a tricky one for me^^ i spend half a day changing blender settings figured it had to do with that . nice now i can be sure it wont give me issues later
Yeah blender to unity FBX export is not easy :/ I'm struggling too again and again, the last time I had problems with strechy bones
im always getting Fbx Import warnigs for scale in bones, but the animation looked alright so i did not bother ๐ looking for a way to get Udim Textures working in unity or i have to reduce the materials i use i think
I did the bones setting so long ago I totally forgot to suggest it
Was even thinking it looked like a weighting problem, but couldn't think how from the same model file
Whenever I try to drag and drop my frames into the animation tab, it is completely greyed out and doesn't let me drop it in
any solution to this?
I can't even create a new animation clip and can't interact with it
@last gull could you possibly help me out, don't want to bother you but I can't find a solution
why is there no create effector
How do I add an animation from one human model to a different one?
The animation isn't playing when I try
Does anyone know how to calculate hashes or how to find them to be able to apply them to a character component? When it comes to creating a new character model in the FPS Sample, the character prefab has a component of "Skeleton" that has all the skeleton parts of the model but then below that there is something called "Name Hashes" and those are all set as 0 for the new character but for the Terraformer and Robot those all have numeric values. I am unsure of how to get those; i read that it has to do with animations and tracking their locations while on a server/online but thats all I got for the most part
**In this screenshot the values are actually present- my issue is that the new characters are set as 0
Any idea as to why Blender isn't exporting all the actions that are setup for my model?
Lots of issues that can come from that. If you recently added bones but did not keyframe all your animations to include the new bone then they will not import properly.
@crude field No crossposting please.
i have imported a .obj model and got this error message. what is it
Read it
It's telling you where to look for more details
Nobody can help you as all you're doing is sending a message that is saying "Errors are elsewhere"
Sorry I only saw that now I was not online anymore :/ I don't have experience with the animation timeline in Unity, since I use blender for most things. Maybe you have to duplicate the animation, since the one you're trying to edit is linked to an import?
hello, i am a complete new to unity, i created a humanoid .vrm , imported to unity then i edited my humanoid. the problem is, when i tried to export my humanoid, it says that i require an avatar.animator what asset did i miss please?
Thank you for acknowledging the message regardless, I figured it out, it was just the silly mistake of not selecting the object I was animating
I have a problem that I'm wrangling with for a few days now:
the basic problem is exporting an animated character from blender, then importing it in Unity.
- I have a humanoid character with a walk animation in Blender.
- I have a backpack that is not part of the animation yet.
- I make the backpack a child of one of the characters spine bones (using ctrl + p -> Set Parent to Bone).
- the animation now looks fine in Blender: the backpack moves with the character while the character is walking.
However, when I export the mesh + armature as FBX,
then import it in Unity, this happens:
backpack moves with character, but inverted (when character leans left, backpack leans right).
Hi Guys, I need help. Im trying to record a video with 2 animated objects (a prefab and a camera). When I press play, only one of two objects animate. How do I let multiple animations play when clicking on the play button (btw I am a total rookie)
has anyone ever transferred an animation from blender to unity and while the animation gets in, all the key poses are erased? I cant get my idle and walk animation into unity without them disapearing an the animation just shows my mesh sitting there doing nothing
what number should i put in fixed timestamp to make it go faster?
How do I add my animationcurve to the currently playing animation, or at least an animation?
If I have a idle and run animation on base layer and a shoot animation with upperbody mask on another layer, how do I use script to call the shoot animation?
All bones should be included because i'm selecting the whole pose by pressing A and then I -> Location/Rotation. There are zero errors for missing bones. The only thing that is changing is the addition/editing of new/older animations. Is there a place where I can read up further on how to correctly export my models animations from Blender to Unity to prevent issues like these?
There is also an issue if you rename a bone you have already keyframed. Blender does not update this information. I don't know of any guides that will cover every detail of animation exporting that can help.
Just using parameters, the same way you call animations on the base layer.
Generally on a new Layer you do a empty animation for the Default State. And change it with a parameter
Calling SetBool doesn't call the animation on the other layer
how do I make an animation play on a trigger happening?
playing an animation directly also includes a parameter for the layer if im not mistaken, animator.Play(int_hash, layer);
Could not understand it. You already have a trigger on the Animator, but you dont know how to call its parameter? What are you trying to do?
Appears you solved it! I went back in and keyframed EVERY bone for past animations that weren't showing and now they appear...
lol I'm a noob so I don't know terms well
{
GameObject collisionGameObject = collision.gameObject;
if (collisionGameObject.name == "Player")
{
buttonEvent();
}
}
public void buttonEvent()
{
}
}
how do I make that start an animation
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In this video I show you how to use the animator controller and set up some simple animations in the state machine. Then I show how to control this in script ending up with showing you how to call functions...
thanks
Glad I could help, I had my fair share of annoyances from missing animations. ๐ ๐
would I need an idle animation then?
Yeah, I'm already having issues with it again. Could it be caused by the number of users who are using an animation data-block?
My walk/run no longer appear in the source take even though they're in blender
Wait, instead of making random questions and getting random answers. What are you trying to do? Is it pressing a button and play an Animation?
yeah, pressing a button and playing the animation for it
sry for the randomness I just started and have little to no idea what I'm doing
That is the thing. You just started and you dont have patience to watch a 20 minute video. Just keeping watching and you will understand the Animator system
What format did you export as?
ok, I'll go do that then
FBX - [X] All Actions - [X] NLA STRIPS. The issue is that I can export every animation using NLA STRIPS. However, when they're not muted, the walk animation will be taking input from the jump, jab, fall, hurt animations as its playing so the final walk animation will look like a contorted mess. If I leave out NLA Strips the animations don't all come over...
So, If I check the toggle for all NLA TRACKS and export it, all animations export and they aren't influenced by each other. However, if I manually check them during any action, they all influence each other...
@tacit pendant By NLA you mean Animation being exported by Blender? I guess Unity doesn't direct support this animation mix system from Blender, you probably need to:
- Export each animation track individually and recreate its blending on Unity through Animation Transitions or/and Blend Layers.
But I might be wrong about the Blender NLA support.
When I export with - Animation -> All Actions [X], my model will be missing animations. I have to export with both All Actions and NLA STRIPS checked and manually add NLA STRIPS for each animation in order to have all my animations show up. I was having issues earlier where my walk cycle was a contorted mess because by not muting the NLA STRIPS they each contribute to each other for the final result... I eventually somewhat figured it out
I needed to toggle all NLA STRIPS at once and then export. Otherwise they each contribute to each other if I manually go in and check them off during any action
But when importing in Unity, how the animations appears?
Is it separated tracks or only one with all animations?
Separate actions and at least now they all show up. Where as before - certain animations weren't showing(i.e. walk cycle) but the Jump1 animation would show
Hi everyone, I have a question, is it possible to animate visibility on blender? Like can we hide/show an object using animation?
NLA animations must be baked. Those animations are mixed actions done internally by blender. I don't think Unity can extract that information from FBX data.
So this might be kind of a dumb question but
How do I check what object an animation clip is bound to?
Right - I've have that checked. The issue was some actions were missing on fbx export. So, I translated them into NLA STRIPS, however, strips can contribute to each other to create unique animations. That data can get baked over into unity. So my walk cycle, turns my character into a 4 legged spider because of the NLA STRIP issue. Then, I was able to fix it.
Is this behavior consistent with all animations?
That could be a scaling issue between your object and armature
I would back up your work now before making any changes.
Not anymore - I can reproduce the issue though
You mean, how can you check what Animation Clips a 3D model asset has on Unity?
If it is it.
- You can select the object on the Project panel and on the Import Settings at the Inspector, go to the Animation Tab.
- Also, you can just expand the object on the Project Panel and the animation clip (Read-Only) will be there.
can someone help? i am unable to understand why this is happening. There is yellow text indicating that the animation data is missing
It means the path to the target can't be found. If you select one of those properties and hit F2, you should see the path it's looking for.
You can edit the path to target the correct object.
ok, i will try this thank you
Is there a alternative to visualy scripting animation. I have too many nodes it's a mess at reading
There are code solutions such as Animancer Pro on the Asset Store you could consider.
Otherwise, proper use of layers and blend trees is how you try to achieve a clear looking animator.
may I assume that this is impossible?
As far as I'm aware that's not possible
I mean, assuming what you mean is "And bring this animation into Unity"
Aw, ok, might need some workaround then, but thanks
It wouldn't be terribly hard to make an animation in unity to do that though, and just line up the timings.
My workaround was to duplicate the animation in unity then add the active/inactive keyframe using animation editor... but this means that everytime I change the animation in blender, I have to redo everything again (duplicate & edit animation)
But, I'll try your suggestion, thanks
I was also looking up ways to do that and ended up looking into Animancer a while ago. I thought it looked kinda cool, but for now I'm going to stick with the normal animator anyways... I think it's not going to be easy without plugins but there is another way, you just have your animations in (mostly) unconnected states inside the normal animator and then you control them from code with Animator.Play() and other functions
I can also recommend this video about it: (edit: or maybe not so much)
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0:00 Escape Unity Animator ...
I tried animating from within code but ended up going back to the state machines
You can change animation clip at runtime to simplify your animator nodes using RuntimeAnimatorController
Before and after changing clip at runtime
It reminds me of this
Haha yeah, welll
I mean, there is definitely a time and place for explicit state calls.
But going to extremes is silly.
And telling people that they are wrong for not doing the same is worse ๐
Yeah I agree
So just ignore that video
I think animation controllers are just complex and after I tried coding stuff I ended up basically rewriting a much worse version of what is already there in the animator component.
That's pretty normal.
He is using sprite sheet without transition, not rigged animation. I can't just force animator.play without nodes
Plz tell me its fake
Well technically you could use Animator.CrossFade() to transition
I think, but its probably not a good idea
Right now i have 17 nodes but I know in the future I'll have hundreds
So, I have this issue with root motion not being accurate when climbing a ladder. I've removed compression on the animation clips and am using OnAnimatorMove in LadderState but I still experience the wrong offset on the Y-axis. https://i.imgur.com/pfqUHkx.mp4
Anyone has an idea?
From the documentation i understand that the cross fade function allows to smoothly blend from the current state into another state, similar like a transition in the animator just from within code. But I never used it, so I'm not sure...
ill take a look at it when i add more animations
I think I'll check it out too maybe ^^
it's not ideal to use bool/trigger when i can just call out the transition
also, i need to find a way to do animation based of a variable. I have an archer and I need to adjust his bow/hand/head angle
Yeah. What I wished for was a way to create Events when a certain transitions happens. I play a sound when I go from peaceful into fist fight mode and It's a bit annoying to catch that moment. It would be ideal to just play a sound on the transition itself.
Are both the sliding down and the climbing animation not moving the right distance? To me the climbing seems fine
You can add event based of animation
but i need the other way, i need my code to access to the keyframe animation
hmm thanks for the tip, i'll think about it. The problem I have is that there are quite few transitions from different animations like run/peaceful_idle/jump into different animations related to fist fighting so I would have to add animation events to a bunch of animations and that would get out of hands quickly i fear. I would always just wanna trigger the same sound
just marking those tranistions to trigger an event would b so cool
The climbing is fine if I don't loop it. If I climb long enough it eventually turns out to be wrong. I think it might have to do with what's posted here but I'm using OnAnimatorMove and it's still not precise.
But the sliding is for some reason more severe. Maybe because of the above.
Hmm yeah for the normal climbing animation if there is even a tiny offset that offset will add up for each loop but it's really weird that the sliding is off so much
Have you tried making really harsh/no transition for the sliding?
There is 0 transition.
oh ok
As you can see the animation is off "tick" though, I assume
The blue bar
But using OnAnimatorMove should solve that according to the above post, if I'm not mistaken
Are you using rigidbodies/animate physics?
I'm using CharacterController, only using root motion for some things like ladder, jump animation
I've tried using all Animator modes, Unscaled Time seems most accurate but still not accurate
It's weird are you sure the distances are right in your animation software?
Yup, in Blender it's 100% correct
It also seems to accumulate just much faster than with the climbing
if I only press up or down once, as to only play the climbing up or down animation once, it never goes out of sync
if I hold up or down it does, so seems to maybe have to do something with the transitions, but they're all 0
@last gull Personnaly I use fixedtime to build my game logic instead of animation event because I'm disabling stuff outside the camera, then I found out there's like 1-2 frame of desynch despite using the same timer (animator timer are slighly faster). Like shooting an arrow there's 1 frame when there's no arrow at all
it's not noticable so i let it
Oh well... Maybe it would be possible to manage such timing problems with code but that seems kinda tedious
With the ladder, you could maybe define the distances of where the ladder steps are and then loop the sliding animation until you reached such a distance inside OnAnimatorMove (using root motion) and then from there stop the animation. But I'm not sure if that would actually work...
Yeah, I've been thinking about using code to move the player and not the root motion but I haven't thought of a good way of doing it yet. So I'd rather make the root motion work ๐ It just seems like there should be a solution
hmm the OnAnimatorMove doesn't seem to do anything
well, probably because my StateMachine doesn't inherit from MonoBehaviour
well, even with OnAnimatorMove in the right place it doesn't do much other than mess up my jump animation
I think you have to call OnAnimatorMove from a script that is on the same GameObject like the Animator component
then it should work
Yeah I did, but it made no difference other than that my jumping animation goes through walls
it's so annoying to get stuck on a visual thing
synch the movement with the foot animation instead of sliding ๐
the player needs to move 0.6 Unity units in a linear motion throughout the animation, if I remove root motion
I have no idea how to do that the smart way
from a book I found while googling:
thats why accessing to keyframe animation through code would be so nice. You could tell them to stop hand movement til it hit the ladder, so you could have ladder of any size
there's something called MatchTarget() that can be used
help unitys only showing 3/8 animations and also combining some of them for some reason sdjfidsjhgf exported from blender, it all works fine within blender :<
@last gull You can use StateMachineBehaviour.OnStateExit() and StateMachineBehaviour.OnStateEnter() to trigger events when transitioning.
Thanks for the suggestion. That's actually where I'm doing it at the moment. But the sound has to be played when entering not just into the normal fight-Idle state but also when entering into 3 or 4 other fighting related states and then also not always when entering into those states but only when entering from certain states that are not related to fist fighting. So this sound playing code is all over the place and I always have to check for from where the transition is happening. I don't really like the way I'm doing this
The easiest thing would be to select all of those "starting to fight transitions" and put a callback on them. But I don't think that's possible
I'm trying MatchTarget and the results are quite interesting to say the least. I get teleported after a seemingly random amount of time to the MatchTarget position ๐
hi guys I downloaded some animations from the asset store, how do I implement this in a controller if I have this many?
Probably just packing that all into a blend tree and shift between them using a float parameter
Evening guys. I messaged a while ago about my characters feet sliding around the floor, but didn't find a fix at the time.
I've come back to it and looked at the animation and I've noticed this message on the import error / message section of the animation:
Do you think this mismatch is why the feet are moving around - but they appear fixed to the ground on the preview? Its because the feet don't match where they think the feet are?
I got MatchTarget to work but only for one loop of the climbing animation
Can't seem to find any info on how to make it loop
Is there any other way of moving the root bone a certain distance between the first and last point of an animation?
For some reason my animator transitions to my other animation but it doesn't start playing. I've gotten this many times before so I'm figuring it's pretty common. anyone know how to fix this
@spare yoke that definitely would make the feet slide around
Yo what do you mean?
put a 2 bone ik constraint on it
on the leg
yeah you can blend
I have a question. Do I need "Rigify to Unity" if I'm going to be using animation rigging? I don't think I do.
And what about hair bones, anyone know about that?
And clothes bones
How many, and which type of chains
And should I avoid using rigify
My only experience with rigify is people asking in here why it isn't working so I dunno ๐
How is everyone exporting their animations in Blender? Do y'all mind sharing your settings?
I just do my animations in unity
the only thing I change in the export (fbx) setting is the path
This just seems like more trouble than it has to be. Why can't just root motions be exact? What's the problem? Now I'm using MatchTarget(), but in order for it to be called on every loop of an animation I have to call InterruptMatchTarget() at the end of the animations, however not too near the end because then it interrupts the MatchTarget that is being called at the beginning of the next loop?? https://streamable.com/detadd
hello i have an issue, in the animation the enemy after dying loops over and over againand does not stop at the final dead sprite. how can i fix it?
ping me, thx
when you make an animation inside unity you can key stuff like materials properties or blend shapes but not if you import an animation from an fbx
is there a nice way to hook up a fbx animation anim to unity stuff?
I've always done it with a c# script in lateupdate like hand.SetBlendShapeWeight(blendShapeIndex, blendShapeBone.localPosition.z * 100);
Rigify creates rigs that are not compatible "as is" with unity. So you either have to spend quite a lot of time learning how to fix them yourself or use a plugin to export it. I use arigify which works fine for me but it is proprietary.
Hi all, super new to unity, just here to ask if Unity has a Sprite-Builder/ Animation System? Ive made a mermaid sprite consisting of multiple moving parts and i hope to be able to animate it with unity's animator. Will this be possible?
i believe it does? if i remember correctly theres a few packages you can install to help with that
i personally don't use the sprite builder because the possibilities are limited. But i usually make basic characters and draw the animations in photoshop
aight ive got an issue thats just stumping me where it looks as if the animations are splitting themselvs? but ive no clue why. maybe i just exported them from blender wrong but i cant figure out like..how i coulda done that
like heres how this jump animation is appearing in unity
but heres how its supposed to look (in blender)
wtf did i do wrong lmao
Thankiew! Im not sure where to find those, but i really appreciate ur response โกโก
try looking in the package manager !
its under the window tab :)
Will try soon! Tqsm โค๏ธ โค๏ธ โค๏ธ
np! hope it helps
I hope ur problem above gets fixed btw ๐ฅบ
gaaah it better or else this whole thing is gonna get messed up cus its affecting every single animation o(-(
can anyone help?
Im no unity or blender expert but ive read that porting animations from blender can have issues, especially if u try to fix certain things with unity's animator after doing keyframes in blender, but dont take my word for it because I know literally nothing and I just read this off somewhere.
changed my export settings to the default ones and it worked ??? im hoping its just cus i had deform bones and leaf bones unchecked ๐ค but its all working now !!
@distant patrol you can either set the death animation to not loop in the inspector or have the sying state transition to a 'dead' one.
@sturdy eagle that would be very possible. You actually could have used fewer pieces, since with bones you can animate flexible parts pretty easily as well.
yh got it sorted by making the animation not loop
In development at Unity is a 2D Animation package that allows you to rig Sprites as one might rig a 3D model for animation. In this tutorial, you will go through the process of importing the 2D Animation package and rig a sprite ready to be animated. You will learn about all the features of the 2D Animation package, including Bones, Weights and ...
Thankiew! I hope i'll be able to look into that soon haha! I'm currently trying to make 3 different variations as for now to try out a probability breeding/summoning system
Neat
https://learn.unity.com/course/introduction-to-3d-animation-systems?uv=2019.4
This can help for 3d animations
In this course, you'll explore the fundamentals of Unityโs 3D animation systems. You will: Review the core concepts for the animation systems in Unity Connect those core concepts to the functionality of the Unity Editor Apply your learning through creating and modifying simple animations Review key principles of scripting for animation
By the e...
Hello. I'm a beginner programmer so i'm coming into a lot of problems making my first game.
Right now i'm struggling to get my animation to flip and the code i'm doing doesn't make my guy flip but instead makes him shrink.
anyone have a fix or suggestions?
hi everyone! so i've got the Animation Rigging package going, i was wondering which of the constraint components would be best to line up the hand with the ground normal in this get up animation?
hi all
How to make an animation in the animator so that, for example, the animation of a jump is once
otherwise, while in the air, my jump animation is duplicated
What you need is probably IK (Inverse Kinematics)
There is the Chain IK and the Two Bone IK: https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.1/manual/constraints/TwoBoneIKConstraint.html
Could not understand the question. Your character is playing the Jump animation two times?
oh ya i saw those! I had one working earlier, but rly confused on where to start with it, would I be like raycasting down to set the constraint's transform?
yes
This one is a simple video that shows a simple implementation of the Two Bone IK https://www.youtube.com/watch?v=Kk0xN26ICLQ
Looks like inverse kinematics will finally be something easily acheived in Unity with the new Preview Package "Animation Rigging" It can do other things too. but in this tutorial lets just see how we can set it up and use it for a 2 bones IK on a mesh I create from Blender real simple and real quick
go to http://www.omarvision.com to:
- browse...
But in a short description, you will have a target Transform which will define the position of your hand (the start of the two Bone Chain). From that position the IK Constraint will try to adjust the rotation of the forearm and arm to conform that movement.
- Check if your animation clip is with Loop enabled.
- If you are using a Transition from Any State to Jump State, you might check if "Can transition to self" is disabled
ty for the help! i think my original confusion was less about the IK and more how they positioned the target in the vid below. it was confusing bc of the parenting structure but i think it's starting to make sense now! https://youtu.be/acMK93A-FSY?t=235
In this episode of the Prototype Series, we've expanded the Procedural Boss project by creating a procedurally animated walk animation!
โญ Project Download https://on.unity.com/3jX6PAY
โญ Training Session https://on.unity.com/3atx3rW
โญ Procedural Boss video https://youtu.be/LVSmp0zW8pY
Timestamps:
00:00 - Intro
00:54 - Setting up the rig
03:55 -...
@junior tartanthx
Hello everyone, i have a question :) if i were to import a TIFF File into unity for Animation, will unity split my sprite into layers just like a PSD file? Asking as I dont have photoshop and i use Autodesk as a Drawing Software. Ive been looking around to find results but all just state psd files (this is for a 2d sprite)
why does unity humanoid rig not take hipbones?
it makes no sense not to have hip bones in a rig, makes it harder to animate without hip bones
Not sure what you mean, it has "upper leg" r/l, and then a hip bone in the spine. Which joint are you thinking is missing?
@hallow dust If you don't post your code it is hard to guess what might be wrong.
@sturdy eagle It will flatten tiff files. If you need to use layers, you'd need to have something to save as psd and then convert it into a .psb, which is the only format the layer importer accepts right now.
Ah... if i download PS free trial and import a tiff to convert it to psb, will it work?
Okie :D
You can use any software that saves layered psd files, with a converter, though there might be erratic behavior depending on how well they stick to the spec- a lot of software 'kinda' supports psd. There is a converter that's been linked a few times on here that converts psd to a psb file that should generally work well with unity's layer importer.
Autodesk only saves as a tiff tho :(
You could use something like GIMP as a converter
Well, not many software supports layered tiff these days
Ahh gimp works? Dang ๐ i just deleted it last week
I know gimp supports tiff, dunno if it supports tiff layers
gimp doesn't work directly, you still need to use a converter from the psd gimp saves
I'll try PS Trial first, will revert here if it doesnt work hehe
Im back! Sad to say that i cant get PS to open my TIFF file to seperate layers no matter how many settings ive changed and troubleshooting i've done.... its honestly driving me nuts... i literally just want to animate my sprite (gonna try the psd thing now! :D edit: psd doesnt work... i'm stumped)
@meager drum i had 2 bones, 1 for each hip in mind
Do you have a diagram of what you mean?
Not trying to be thick here, just not able to picture what else would bend there ๐
@sturdy eagle Did you install the 'psd importer' package from the package manager?
And did you save the file as a PSB file(not PSD, depite the name of the package)
So im dumb.. i didnt know autodesk had a built in psd converter? So now i'm gonna try again using that file... will revert... and no, didnt install psd importer, will find that now, thanks โก
The naming is bad, both because unity has its own psd importer built in but also because this package uses psb files.
But that's unity for you
Gonna convert to psd first so that i can use PS to make it a psb :) but if the layers dont load, i think i'm legit gonna take a 5min cry break ๐ ๐
Worst case scenario, I saw your previous postings, you are quite capable of making a sprite sheet that doesn't need layered importing ๐
Though obviously the layered importing makes it much easier, it isn't required.
The only unique feature that importer had was the generation of sprite library assets, and for some reason they removed that.
can you change the skybox thru an animation? i looked it up and i couldnt find something?
@meager drum i suppose i get what you mean. metarig in blender creates a rig with a bone between the lowest spine and the thigh bone called hip bone. and it creates on for both left and right leg. so naturally i animated everything and used those hips bones with keyframes of rotation too. and now unity discards those bones animation information because theyre not a part of the humanoid rig format in unity. so now all my animations looks rigid and stiff
anyone?
@fringe berry If you're not planning to retarget the animations to different models/humanoids, you can always tell it to import the animations on the extra joints
that is the problem ๐ฉ
its my fault for not checking the requirements of humanoid rig before animating
If you are planning to retarget you still can if the bones/joints that are extra always have the same name, but I think you can run into trouble if the models aren't the same size. I haven't tried.
i really wish unity had a defauly rig with only the necessary bones for humanoid rig as a free asset or something
its not possible, i tried for a long time, even when you override and tick the unused hip bones, the animation data from those hip bones is still discarded
and from what i gathered online its for that very reason about scale
Yeah, maybe because it's in between. I've only seen it done for leaf nodes like tails and ears
@dense bane You probably can. If not directly, then you could write a script to do it and trigger that from an animation event.
Posted this technically in another channel yesterday, but I figured it is most likely related to animation as in the blend tree so I thought I post here if that's okey:
I am not sure where this should go channel wise optimally, but yeah I am following a tutorial for how to make a 2D Topdown game, however for some reason when I start the game the character stats in the up position rather than the regular down position as in facing the player, so wondering if someone here know what the reason might be.
I am guessing it is the blend tree that got a wrong default start for the Idle animation, but yeah if so can I just quickly fix or do I have to remake the whole blend tree again and such? Here is a screenshot:
It might be an easy fix or redo, but personally I am really new to animation related work in Unity so yeah not sure what is best.
Yeah I figured out what was wrong if i have a problem ill post the code.
Just trying to understand. With 2d animation, you've got sprite sheets, or keyframe, or rigging, correct? Are there any others?
As a guy who can't draw worth crap, I'm thinking rigging or keyframe. And since it's top-down, keyframe. So is this my best option?
hey everyone! i'm experimenting with custom ragdolls and
got a toggle working between the ragdoll state and idle animation. i'm looking for a way to lerp between the ragdoll position and one of the idle keyframes. I got an idea while i was typing this actually but if anyone else has some insight lmk!
here's what i tried, the armature still only snaps into place like above (no interpolation) i feel like i'm either missing a step or misunderstanding something hmm
the code finds all the ragdoll bones and repositions them, just trying to figure out the interpolation stuff now
got it figured out! (at least for the scope of this test) in summary: this version opens a coroutine for every bone and Lerps them back into position. there was some weird behavior when I didn't target every bone. i'm still gonna study what was done in the post below, does anyone have any tips on making animation clips in code? (ex: taking the ragdoll pose) https://perttuh.blogspot.com/2013/10/unity-mecanim-and-ragdolls.html?m=1
Update 17 May 2014: If you're interested in physics simulation and character animation, check also our latest research . Also, please note t...
@torn shale can't you just set the direction to start as negative?
@hybrid tinsel Really new, so not sure how in that case.
Also, thank you Pinballkitty for helping me :-).
In your script, you are passing the value to the animator that it uses to decide which direction to face. so if you pass it a small negative value it will set the sprite to face down.
This is the code that I wrote based on the tutorial:
This tutorial by the way:
https://www.youtube.com/watch?v=3h6kZkhza3U
This Part 2 of Make a Game Like Pokemon in Unity Series. In the this video, we will look at how to create Player Animations using Blend Trees.
Become a Patreon to help me continue making this series and get access to all the script files
https://www.patreon.com/posts/script-files-for-38708232
Download the art assets needed to follow along with...
(Really new and still mainly just copying, and trying to understand).
I am not exactly sure what happened, but I managed to at least fix my issue.
I noticed there were 2 IdleDown options in the Blend Tree menu, so I tried switching to the other one and apparently somehow that fixed it. Still, thank you for trying to help me Pinballkitty and really appreciate it :-).
i need help with something, this is supposed to work like this:
-i click the mouse button, that activates a bool that makes the object pass from idle state to the animation, in the animation i have an event to make the bool change and that change the state from animation to idle again
its pretty simple, but, if i spam the mouse button it gets stucked
it gets stucked like this, and the bool dont change anymore
how do i fix it? ;;;_;;;
what is wrong?
quick workflow question, when trying to add Animation Events to imported fbx animations, do i always have to duplicate them to make them non "read only" or is there another way?
only if you are using legacy animation type I guess.
You can use humanoid or generic animation type/rig to avoid that
I'm new to animation.How do I add an animation event?
The link I just posted
Shouldn't there be a drop-down list and choose the function from the scripts that u attached?
That is for animations you're editing in the animation window, now imported animations.
Since you can't attach a script to the actual imported object, only to prefabs you make with it after import.
The "robotsphere" is origional object I imported containning animations . But "core" is what I create myslef inside it."Pistol" is a model I imported without any animations.I made an animation myself and gonna add event to it
This is pistol model
Thx,It works now
Do anyone know where to find a free good rigged character
adobe mixamo.
anyone here similar with the Unity.Animation ECS package?
Speaking of Mixamo, im quite confused... On their website the animations look normal, download import into Unity and they basically seem to be putting "less effort" than Mixamos, and for some odd reason the left leg is moving oddly, even with their rigs, what am I missing? (solider is using "root motion", blue robot thing is not, Mixamo on the left is tilted forward with both legs properly planted on the ground, in Unity their backs are straight and left leg is not planted properly, what could cause this?)
I also tried downloading the regular FBX, and FBX for Unity, with and without skin, and every framerate, and framerate reduction option, all produce the same results - the preview window in the inspector also have the same issues, so im assuming its an import setting im missing, since I cant it being an initial problem with the source file itself o.o
Hi
I have a question
How do I make animations? Like what file format does it have to be
Or is it just a bunch of pics
Animations are typically done in something like Blender, 3DS Max, or other 3D software, then exported as a .fbx file, that contains the animation data (for example the gif I posted above was probably done in 3DS Max, exported as a FBX and then Mixamo allows me to download that fbx file, but I guess its also possible to get weird issues such as the one im experiencing, which could be down to the export settings in Blender/Max/whatever, or the import settings in Unity/Unreal/whatever)
i mean in like 2d
Oh, you didnt specify that part - I personally donno much about 2D animations, but you could use something like Aesprite to create and export your animations in a format you can then import into Unity, with an asset you can get it into basically a JSON file containing the animation data, to a Unity animation clip - or yeah you could export every individual frame and link them in the animator but thats more of a "old school" way, since as you can imagine thats a pretty tedious method
kk ty
Hi. guys. There's a cube around my character and it aims for the mouse pos. I want it rotate around character 360 when some buttons down. What is a good idea to do it?animation?or coding?
Hi! Iโm making a horror game. Iโve already modeled and rigged a weapon, now I just need to animate the weapon with arms. I canโt seem to find any good free arm rigs, however. Does anyone know any good free arm rigs for blender/unity?
Hi! I'm having really bad performance-issues with Umodeller and I can't understand why. It's basicly one large building with not so many details and no materials for that matter. Help would be greatly appreciated
Hey guys,
How would you create a walking animation for such a character? Our first try looks a little but weird so I wanted to ask if anyone has some references where we can see how a walking animation could look like for this kind of art style. Thanks a lot! (please ping me if you answer)
Prob de wrong channel, since it has nothing to do with animation.
Are you having performance issues in game runtime or on editor level?
On Game runtime, the performance issue could be related to the polygons count of you model. You could try a new scene with only your model to check if it really is the model or another thing.
But, if it is on Editor level, maybe you are with Lightning Auto Generate enable, in such case the Lightning will try to bake everytime your scene changes (in other words, every time you add a change on your model created by Umodeller).
krita or gimp to allow customization
which is better
arent krita and gimp image editors
unless you want to gif animations i dunno if this belongs in this channel and even then it'd be better on #archived-art-asset-showcase
can I ask for help in this channel or is there another channel for help
Increase the field of view in your camera
I made a jumping animation .. it is devided into 3 sections, leaving the ground, staying in the air and finally landing... I made 4 animations, the three mentioned above and them combined ... my question is how do I make the animation go.. like I want the character to jump , then if it's in the air the 2nd animation will keep playing till the character hits the ground and that's when the landing animation takes place
I created a boolean parameter "isGrounded" in the Animator. You set that parameter from wherever you make the ground check. Then you connect the 3 animations with transition just like this: A->B->C. You transition from the "Up"-animation into the "Airborne"-animation just with "Has Exit Time" and from "Airborne" to the "Landing" Animation you add a transition with a condition for "isGrounded" is True. And then, when you want to jump, you just start with the Up-Animation.
thanks, I will try it
thanks but idk anything about statemachines in animations, can you send me a link for a video
Does anyone know why would 2x blender objects, working together through animation actions be out of sync after the first loop in unity?
I have this arm, picking up the chem and on the first playthrough in unity, it's good, but then their sync gets completely out of loop
the number of frames between the two are the same
Maybe this one?
Learn the fundamentals of animating characters with Unity's animation system, and understand how & why it all works!
This beginner-friendly tutorial is a thorough break down of the Animator component in Unity 3D and explains how to use the component's five properties: controller, avatar, root motion, update mode and culling mode. By the end o...
I didn't watch it myself just quickly looked into it and it seemed fine
I know that video, and I know how to make animations... but you said a sub state machine... how do i do that?
you can just rightlick somewhere in the animator:
and then drag and drop a few states into that container
The animator component works already as a state machine. When you connect these states with transitions you are defining a state machine already. A sub-state is most likely not going to change the way how your state machine works but just hiding away some of the complexity by grouping states that belong together.
Hiya, I'm trying to work out how I could combine multiple animated meshes into one mesh, while keeping the animation.
It involves animation from Maya's MASH, so there's no rig.
I haven't found a way to do it in Maya, and was wondering if Unity had a good method for this?
can someone for the love of god, explain to me, what the f is going on with this animation and why does the constrain go absolute bonkers on LOOP?
Maybe that potion contains a strongly magnetic substance
@balmy furnace What sort of animation?
You don't really show the rig or how the constraint is set up, but my guess is that the two objects are just getting out of sync somehow. Are they the same length? Are you syncing them somehow?
Hey, figured it out thanks to one cool person here, so, basically, comprised od multiple meshes and 2 rigs, the other rig was just for the pose bone constraint and it turned out that animation when imported into unity, didn't have the same number of frames as the animation 1
That would do it
so I had to push the last frame of that second animation (the flask) to match the frames of the other one.
yeah, the only shitty thing is, the inspector is showing the same number of frames for both and I'm still a noob at all of this, so it took a while
luckily, inspecting the layers, I was able to catch that the animation 2 is finishing before the first one.
If needed you can explicitly synchronize animations (which might be good if you need frame perfect syncing)
But for most purposes just making sure they're the same length(based on frame count and sampling rate) is fine
You can use Animator.Play() with the 0,-1, 0 parameters to force the current state to play from the start without 'entering' the state, and if you do that for both animators they will be perfectly in sync
ah, so in that case you could use sync layers
Where the second layer is slaved to the first
yeah, tried that but it did nothing, in fact it just stopped the animation on the main object alltogether
but thank you for all this inpu
I'll definitely re-explore these options.
You need to use a mask to tell is which objects are affected by the sync layer
Otherwise it defaults to the entire hierarchy, because people also use sync layers to switch 'alternate' animations
Yet another way is to use a timeline
yeah, someone suggested that today too, I'm not familiar with the concept but I'll definitely investigate. Thanks ๐
How would I animate this lol
Not a question related to unity just wondering how would I animate the propeller like spinning
yay i finally am able to have a decent workflow between unity and blender
Hi ya!
Tell me please, is it possible to change bone position/rotation/scale in avatar mode without affecting the mesh?
the unity website on humanoid rigs is literally misinformation....
its showing 2 hip bones
you CAN NOT have 2 hip bones. it discards your hip animation if you have 2 hip bones
@meager drum
literally we had this conversation last week. so this time i consulted the unity website. and this is the documentation. (the picture uses two hip bones)
A flower with many petals, simulated in MASH
also, whats with UpLeg and Leg being capitalised but none of the other words are except HIPS
question, is there a way to make an animation state go to another state when it's finished automatically?
If your animation is not set to loop, then when it finishes it will automatically go back to the "default state" (orange one), assuming it has a exit time and no conditions - otherwise if you want it to go to a very specific state that isnt the default one youd have to create a connection from the state in question to the target state, and tweak the exit time as needed for that transition
that's the thing, I put it to the default state but it's not doing that ... idk what the problem is
What are your settings for that animation state?
Also what is it currently doing instead?
i will take a picture
@ancient echo and it is doing the 2nd action, then not doing anything
If your certain "isShooting" is true when the state finishes, then you probably want to turn off exit time, since you have it set to zero anyway, so it will never exit or only exit at the very first frame (the exit time, basically determines in normalized time, how far along the animation until it transitions, for example 0.8 would be about 80% into the animation it will be allowed to transition)
yes you see here is my problem, is shooting .. idk if it should be a trigger or a boolean (i want the shooting animation to start when the mouse button is clicked) and when the animation finishes idk how to turn it back to false (if it should be a bool)
A general rule of thumb I like to follow for that, is "if the animation should play in response to an action, its a trigger - if the animation can be interrupted, its a bool"
In your case, I imagine shooting will probably want to be a trigger, since it should happen when the player does some action (in your case, left clicks I assume), if it was sprinting or they could cancel the shooting animation for a different action, then a bool would be better
thank you , can you recommend me a video that teaches me how to make that stuff and how do I solve the current problem how do I get the action to get back to idle after i change the variable to trigger
If its a trigger, and you have exit time turned off, and it has no conditions, it should automatically transition to the next state - I dont have any videos since everything I know about the animator is through my own trial and error experience, sorry - im sure if you googled "unity animator tutorial" youll probably find tons of info on it
thank you, one last question.. is there a way to set the boolean, trigger back to false when the animation is done ?
Not a trigger, a trigger is reset automatically when the animation that triggered it finishes
A bool though, you could check the animation time and do some math (total length of clip - current time in clip = remaining time left in clip) and determine when its appropriate to change back to false
https://docs.unity3d.com/ScriptReference/Animator.GetCurrentAnimatorStateInfo.html
That class should help you get the math you need, but it can be a bit confusing to understand so id suggest to use print or Debug.Log statements and check the output info and make a logical decision from there
And the index will probably be 0 in most cases, unless you have multiple layers for your animations and your trying to access the animations on layer 2 for example, im assuming thats not the case for you
thank you but yes it is the case I have 3 layers.. thank you ๐
As you can, walking increases the transform position X, caused by the animation, which makes it go to the right. Even though you're just holding W (forward).
with only the movement code it doesn't happen. How do I prevent this? Why is it happening? I've looked around no luck.
I've tried to fix it on my own for a while.
changing root transform orientation on the animation to get it to 0 on the average velocity below helped
now it doesn't change X except the first few frames of a W click, after that it's constant/forward.
so I still need help with that, but it's now acceptable compared to before
make it go smaller inward and grow back out
yup, got it alreayd
You'd need to convert the animation into something unity can use, like a vertex texture animation or a bone animation.
thoughts on this approach vs webs vs blend trees?
https://www.youtube.com/watch?v=nBkiSJ5z-hE
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0:00 Escape Unity Animator ...
check if its being played already?
@trail scarab layers are far easier to manage
i really hate checking for 15 million booleans though...
Create your own enum to select layers ๐
๐ซ
@trail scarab that video is garbage
@limpid terrace depends on why they are spammable; if you are using any state transitions, disable the 'can transition from self ' checkbox. If it is an input issue, add a cooldown to the input in your script.
can you elaborate as to why?
When I get back to my computer
Or you can look up what I said last time it was posted in here =p
i dont wanna scroll up forever
TLDR it is the animation version of
The problem the guy attempts to solve certainly exists, but his approach to solving it is terrible.
Taken far enough his solution is to reimplement the state machine in code.
so whats the ideal way to do animations then? @hybrid tinsel
That's kind of a massive topic, but yeah. What Wyldfire said is exactly right.
There's nothing inherently wrong with that I suppose, but I certainly wouldn't say it's better or simpler either.
It certainly isn't easier.
Really, you'd need to break it down into 'animations for what?' because there are lots of different scenarios with different needs.
In some places you would want to explicitly call states like that guy suggests. In others, 1d and 2d blend trees are very useful. In others, you can add multiple layers to the animator.
Why isn't the animation looping? I made a running animation in Blender for inverse kinematic. The whole skeleton runs in place, movement in space is given only by the Root bone - father of all other bones, which I assign as the root bone in Unity ( in Rig FBX import setting Tab ). But the animation doesn't match XZ position loop. I do not understand - why?
I tested it in the game ( you can watch the video ). css [RED Sphere] - Position of whole object that takes position of Root Bone ( Apply Root Motion setting do it ), ```diff
- Green Sphere
https://www.youtube.com/watch?v=C_ffkMCcdoQ
Position of object ( red Sphere ) lags behind the root bone ( Green sphere ) and it cause problem because we see how further loops of walk animations start at position behind and it cause teleport back effect.
how do i use a 2d blendtree? do i just check if x and y are this, and then play that animation?
Hello, I have a simple pistol animation that goes up and down when shooting. The problem is, the animation is not ending in the same place it started! Even though I am 110% sure that in the keyframes, it starts and ends on the same position. And so what ends up happening is, if you shoot the pistol enough times, it just dissapears from the screen! I am not sure what is causing this and have tried so many different settings. Thanks
EDIT nvm solved, just used animation instead of animator
how do i tell something to instantly switch to a new animation
currently in my web of booleans, an animation has to finish before the transition starts
think u wanna do something with exit time = 0
transition time also = 0
not sure im kinda a noob too
we'll get there eventually ยฏ_(ใ)_/ยฏ
nvm fixed it
Hi.
i'm trying to change blendshapes in runtime but unity won't let me.
it did work for one of my models because i exported it differently but i don't know how i did that.
i'm using Blender.
got this working
just gotta figure out how to script... a crap ton more
man sometimes i wish i had a programmer for this project rather than having it a 1 person team
Yes. It will blend between them in proportion to how close to each node in the blend the values are.
Did anyone try out Playables or the PlayableGraph?
I have a generic rig and would like to implement an IK system for the upper body and I am a bit stuck on how to approach it, any hints/suggestions?
Root Transform Position (XZ) Loop Match not match generic run animation. Please, help me with this issue. Here i posted thread with all detail ( video, images and text ) - https://gamedev.stackexchange.com/questions/192293/root-transform-position-xz-loop-match-not-match-generic-run-animation
Huge bug in unity animator, using the 'any stat' cause all your animations to have a slight delay before they play. I just set everything up with 'any state' and then I found this post https://answers.unity.com/questions/1125513/animation-start-delay.html
Is there anyway to circumvent this? Or will I really have to make transitions to every single state back and forth?
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Question. How can I do this?
Enemy is playing animation an animation, like "A", or "B".
On an specific trigger, the enemy changes to play another animation, "C".
How can I make that after finish animation "C", it rollback to the previous animation that it was playing (which can be either "A" or "B").
I don't mind if the previous animation start from zero or from the exact moment it changes to "C".
Why not make a transition from C to A/B?
But how can I make that if reach to "C" from "A", it must go again to "A", and if reach to "C" from "B", it must go again to "B"?
@Toastyโข#3376 I'd not noticed such a delay. Are you sure that 'can transition from self' isn't active and/or the transition conditions only trigger once?
@violet flame you can set a variable on exiting the other states, and use that to return to the appropriate state?
Is it possible to move around freely while in an empty animation state?
I will try that
Inside an StateMachineBehaviour, is possible to check which state name and index is it?
Hello everyone, I have 2 Questions.. I made an fbx file that contains the character model, bones and animations... My first question is should I duplicate the animations before using them (get them outside of the fbx file )
2nd question is in case I want to edit the animations, how do I do that.. Keep in mind that my bones avatar is generic
Thanks!
-
You don't need to duplicate the animations to use them. The only main reason you'd do that is if you needed to make changes to the keyframes.
-
As above.
Thank you.. I want to modify one animation.. How do I do that?
@twin musk Duplicated animations can be edited using the animation panel
i made this with playmaker and it works but i forget to add run animation, do i have to remake all this or i can just add run animation
can anyone help meeeeeee
Can someone plz help me how to fix this
U can delete the nodes
ok
Click on the node and press delete
okkkkkkkk
nope
if i have 3 slides, how would i set up a different slide between 1 to 3 and 1 to 2 if that makes sense
would anyone happen to know what is happening?
why is it moving down when the jump animation starts? and why does it look so weird
Hi everyone, is there a way to replace programmaticaly a humanoid player model in unity ? (While using the Animation Rigging package?)
Because I would like to keep my player controller prefab, and just replace the model with multiple characters ? To make this a little bit optimized. Thanks!
hey all, i have a question. I have my characters talking in cutscenes, but I want to make them play a gesture anim on command. I've created an unconnected animation in the state machine for a gesture (just his hand out), but when I play the anim in code it doesn't blend from his current idle to the gesture, but rather snaps to it. Do I have to use the state machine to make it do this?
I can't rename my missing animation properties
(by doing as usual: click once - pause - click twice)
what is the reason for that?
without "(Read-Only)"
Not sure if this is the right area for this, but I am working through a tutorial on IK for VR avatars. Right now I have a walking animation (uploading as part of this message) and I have the Robot Kyle asset from the Unity store. I am running into an issue applying the animation for walking to the Robot Kyle in my scene. The tutorial says to just drag and drop the animation into the inspector and it will handle everything, but when I hover the animation over the inspector, it will not let me add it.
Any suggestions for where I am going wrong?
@celest inlet How are you playing it in code? Using Animation.Play() or Animation.Crossfade()?
Hi.
i'm trying to change blendshapes in runtime but unity won't let me.
it did work for one of my models because i exported it differently but i don't know how i did that.
i'm using Blender.
Hello, How can I play an animation from the timeline additive to the animation playing on the animator controller?
@dry ocean what do you mean by 'change' them?
I mean change their values through script
Like, change which one is applied or actually change the blendshape data?
@silver nest only via scripting, I believe
hmmm, with script blend the timeline animation with the one from the animation controller? as per frame per frame interpolate between both animations?
give me a sec, i'll send you my script
here's my script
https://pastebin.com/9V9GMSqA
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
does anyone know how i can change blend shapes through scripts while having armatures that effects the body but not the face?
That should be the default behavior for blendshapes
Can someone plz help me to fix this
@kind patio I can't even tell what your problem is; maybe explain that instead of repeating yourself.
the face flickering
and the fact that the face goes transparent immediatly when I add my blender animation to it
I'm currently trying to figure out a way to check whether a state is inside a certain sub-statemachine or not. Did someone find a solution to the problem that OnStatemachineEnter() and OnStatemachineExit() don't work, when not using the Entry/Exit nodes?
Hello
hi, i am using a blend tree to handle the movement animation of a 3d character i have a dash mechanism for which i need another blend tree which handles the dash animations which are similar to movements animations but fast and short. Any thoughts on this and what would be an appropriate way of handling animations for the dash . Currently there are no animations for dash so it looks like sliding.
Thanks in advance.
i have made animations for my right sides, is there a way i can duplicate and switch sides?
yo (:
making a idle animation for the monkey, im making the head bop up and down but i feel like its rlly bland what else should i add?
so im having trouble with a walk cycle animation its 3d WASD
{{ description }}
this is the code i have for it at the moment
basically the problem is after a couple seconds of holding a direction it goes back to the idle animation loop
the D direction works fine for some reason thoughj
yee gimme a sec
you can see how going right "D" works fine but the rest for some reason go back to idle
to clarify my "idle" state isnt actually an animation, its just no motion
i dont think that should change anything but idk
add debugs to see if the code is still working after holding w/a/s for longer than a second
what should i do to make this idle animation look better?
i can change the speed of the animation in unity so making it already done
Make the tail move around
possibly have the body move with it slightly? thats way more work tho
i got the tail to move a bit in and out
and for the body, i kinda have no idea how to do that lol
who wants to help me and do jumping animation for the fellow monke
Is there a way to import animations to your character without code?
im just curious if theres a way.
i mean the animator
but that would make the animation constantly play over and over
only able to edit when its turned on/off in code.
hey is it possible to animate using the muscle parameters on the humanoid rig avatar definition?
I think it's possible via GetHumanPose(), but I don't think it's really intended. to be done that way. The system mainly exists to facilitate retargeting of external animations amongst models/avatars
I have character with rigged bow equipped and it is playing bow shoot animation when i press the button. How do you set up that the rigged bow is also animating as it is currently static with string not moving
i am mega confused. i have two models that share animation controllers. if I change the avatar (still humanoid and matches bones) then the animations no longer work, stays stuck in T pose. Animations are sat outside of the models. They aren't tied to an avatar are they?
Hi, i would like to how to create in animation inside a animator controller to achieve this result ->
How can i find out in which specific Substamachine an Animator is in currently?
im having problme exporting animation from blender to unity .. can anybody help?
in blender it affect only the besh i mapped but in unity it move the whole mesh
tried to troubleshoot many time cant get it to work
why don't i see my walking animation
i have my walk.fbx but it don't show up
please someone help
Anyone know a good youtube video i can watch to help me animate? I want to do an animation where say a character wakes up and stands up and go towards the window for example then you get to play
can someone help me pleease
nope
the more annoying you are and repeating "can someone help me" in a short time, the less help youre likely to get
also i found a answer to that question withing 2 google searches, so why dont you just try to google ๐
ok.
still not working
How can i change Animation window timeline? etc it goes 0,1,2,3... and i wanna make it 0,0.1,0.2,0.3,...?
Did you parent that bone that moves your speaker-membrane to a root-bone before exporting?
I want my text to play its animation when my enemy dies.So i'd make a transition between "any state" and "textfade" and put the bool condition.But unity makes a transition between "entry" and "textfade" which i cant change at all.How would i remove it?
If i want to add a weapon in my 2d game that my player can hold, do i have to reanimate everything? like the player holding it, walking with it, jumping with it?
@muted storm any stare m3ans that it can be called from any state, not t bg at it will automatically trigger from every state.
anyone know why this isn't showing, im not getting anything from google
Can someone plz help me how to fix this
https://cdn.discordapp.com/attachments/410854194313035778/842587142432882688/2021-05-13_22-19-00.mp4
the face is flickering
and the fact that the face goes transparent immediatly when I add my blender animation to it