#๐Ÿƒโ”ƒanimation

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hybrid tinsel
whole trellis
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Ha i see

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thx u

hybrid tinsel
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I didn't have a bow picture handy but you get the idea ๐Ÿ˜„

whole trellis
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I'm on it, that seem tricky as fuck to bend a bow tho

hybrid tinsel
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Well, you could also use bones along the axis that bend

whole trellis
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I tried this but I can't close the bones segmentation

hybrid tinsel
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Your mesh is all wrong for that, and your bones are arranged badly for it

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Personally I'd make the string a separate sprite, makes it MUCH easier

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but if not, then you need to add vertices between the string and the bow to avoid deformations you don't want

whole trellis
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that actually almost work!

hybrid tinsel
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this area should be where any interpolation is, the actual string and bow should have no weights from each other at all

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You can set an ik target where the arrows meet

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and use it for both the top and the bottom- think of each side of the bow as a separate limb

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The mesh and weights are as important as the bones

whole trellis
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ok thx I'll try something

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๐Ÿค”

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The bow bend just fine, the middle of the bow is invicible?

hybrid tinsel
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Check the mesh

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See what's happening with the vertices

whole trellis
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I exclued it from the mesh cuz I don't want that part to be bended

hybrid tinsel
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Anything not covered by the mesh will be invisible

whole trellis
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But if I cover it it will bend

hybrid tinsel
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That's what weights are for

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The more weight on the limb bone, the more bend

whole trellis
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These 2 bone on the string arent linked

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alright everything work!

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thx for ur help

twin musk
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i have a model that doesn't follow the normal humanoid body, could someone tell me the easiest way i could rig it

hybrid tinsel
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@twin musk That is a very broad question; can you be more specific?

hybrid tinsel
twin musk
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alright gimmie a sec

twin musk
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im new to unity, rigging, modeling, ect

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should i rig it in unity or should i swap to an easier program

hybrid tinsel
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@mersh#5449 People usually don't rig inside unity for 3d objects.

whole trellis
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i really hate that animation are slightly off with fixedUpdate()

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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

wind smelt
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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?!

whole trellis
wind smelt
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What do you mean?

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From idle to slash, its a trigger, then returns with exit time

whole trellis
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ha not halfway, you meant finish the attack animation then return to idle?

wind smelt
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No. I meant half way of playing the slash attack, I want to instantly return to idle

whole trellis
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Something like this

wind smelt
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Ummmm

whole trellis
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in your code, animator.SetBool("Idle", true);

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whenever you want it to go back to idle

wind smelt
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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?

meager drum
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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

whole trellis
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or you can animator.Play("Idle")

wind smelt
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Oh okay, lemme try that

whole trellis
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yeah if its instant you don't need a transition. I still do a transition for scalability purpose

tender relic
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good programs for 2d art

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for games of course

whole trellis
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MS paint

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Imo i use illustrator + photoshop

wind smelt
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@whole trellis Thank you for the help.

tender relic
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freee?

whole trellis
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the 2 i use are not free

tender relic
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ik

whole trellis
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also it depend ur style

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cartoon, ralistic, pixel art, vectorial

tender relic
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cartoon

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im just trying to make characters

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and animations for a game

whole trellis
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PaintTool Sai

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nvm it is not free

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i dont know any free software other than gimp actually

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good night, i have to sleep, good luck

tender relic
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well ok

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to everyone else would blender do 2d?

dense bay
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yes, I dont see any reason it would not
[EDIT]
assuming what you mean is
"can you make 2d animations using blender?"

lone swift
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Hello, what's the easiest way to make animation when recording with the unity recorder?

cinder quest
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The animation is affecting the rotation even though it isnt playing

hybrid tinsel
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@whole trellis The system isn't designed to be used that way so it isn't surprising.

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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.

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@cinder quest The animator is very greedy about controlling keyframed properties even if the active animation doesn't use it.

cinder quest
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so it will still affect properties even though it isnt playing

hybrid tinsel
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You can use LateUpdate for your aiming script if you want to aim after the animator updates each frame

cinder quest
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Im using fixed update to aim the dagger

hybrid tinsel
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Why?

cinder quest
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I heard somewhere that its better to use fixed update for moving things, and calculations and input for update

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So do I still need to move the aiming to late update

hybrid tinsel
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You probably have no need to aim 60 times per frame when your input is once per frame.

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Fixedupdate is for physics and stuff like that.

cinder quest
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Fam, thank you

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How did moving it to lateupdate fix my problem

last gull
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Hello everyone ๐Ÿค—
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.

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Every help is very much appreciated, since I have spent a lot of time trying to figure out what is happening here ๐Ÿฅฒ

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This is the curve in blender before export:

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Was anybody else struggling with a similar issue?

hybrid tinsel
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Maybe bake the y into the pose rather than using it for root motion?

last gull
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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

last gull
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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.

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But I'm not 100% sure yet

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But if that's the problem then I'm clueless why that transform doesn't follow the root motion

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That's probably a bit offtopic here, sorry ๐Ÿ˜‡

hybrid tinsel
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I think it's fine

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And it might be that the follow script is a frame behind the animation

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If it is running before the animation updates each frame

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It would only catch changes a frame after

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Putting the camera follow in lateupdate might help there?

whole trellis
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@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

hybrid tinsel
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Why not just use a trigger?

whole trellis
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because there a lot going on outside the camera, so I disable animation and other stuff for performance

hybrid tinsel
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Ah

whole trellis
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but event still need to occur

last gull
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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

crude creek
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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!

โ–ถ Play video

This video show, how the Nali Healing Fruit Grow from his seed.

โ–ถ Play video
last gull
twin musk
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@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...

โ–ถ Play video
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shape keys are also a good idea

crude creek
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@last gull and @twin musk thanks a lot for your replies, I will check these out

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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?

last gull
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I have never about this but it looks very interesting

nova merlin
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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

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And after the Animation stopped he moves +y for no reason like 0.314124

crude creek
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if you exported it from Blender please keep in mind that both of these have different axis for the up-down

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also consider loading your character into Mixamo service and exporting it with animations that you would find best looking in the preview

trim niche
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Hi guys!
Does anyone know of any (free) alternatives to Radical's motion capture? ๐Ÿ™‚ It seems pretty pricey, but maybe that's just me!

fresh pivot
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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

whole trellis
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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

foggy nymph
bright silo
# foggy nymph plz i want some advice on how make melee attack combo i want to make smooth comb...
bright silo
crisp jungle
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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?

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It's grid based movement, so movement happens in discrete intervals

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Anyone know about this issue?

whole trellis
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maybe ur idle -> walk transition animation has a exit time

crisp jungle
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I turned exit time off. It helped but didn't fix the issue.

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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.

whole trellis
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try to force it animator.play("ur animation")
if it still delay then we know the problem isn't in ur animation

tender relic
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how to make sheet to be animated in unity

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basically how to assemble arms legs etc as different parts to easier animate

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also can i make animations somewhere else and import it

tender relic
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im gonna draw something in krita but not sure how to make it able to be animated somewhere else

dense bay
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Yes, I think it should work for a game too

jolly burrow
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hmhm face animation with Blend shapes drop my FPS down to 20 FPS ... is there a solution or trick for that ?

spare yoke
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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

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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?

whole trellis
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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

meager drum
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@jolly burrow That's strange, I haven't noticed facial blendshapes impacting my FPS

rancid furnace
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Can anyone tell me why my orc be looking swole when I import an animation made in Blender?

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Changed some settings in my blender export

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First he's a troll blob thing, now he's grass

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Changed some more settings, now he's even more swole

willow cloud
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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?

rancid furnace
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@willow cloud Is thate just a general design question?

willow cloud
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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?

bleak stirrup
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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?

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oh nevermind, figured it out. just have to click through the instance in scene to do it.

rancid furnace
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@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

willow cloud
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Yeah, that's what I thought would probably be the most feasible. Thanks @rancid furnace!

rancid furnace
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Sure thing!

drowsy heron
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i was wondering if procedural animation is possible with c++

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not using unity btw

dense bay
# rancid furnace

Are you using separate blend files for animation and model? Seems like there's a mismatch between the animation and model scale

willow cloud
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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

graceful hamlet
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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?

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Not finished with the transitions yet but thats the base layout above

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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?

remote harness
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is it possible to transfer a blender anim to unity?

drowsy heron
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@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

feral orbit
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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 ...

โ–ถ Play video
trim niche
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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!

whole trellis
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is there a way to use unity animator without the visual scripting, cuz at some point it become unreadable with too many link

willow cloud
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@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.

hasty gale
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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 ๐Ÿ˜ฆ We can compensate for this in animations, but for IK it becomes a problem

drowsy heron
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@willow cloud alright thanks for helping

jolly burrow
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@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

meager drum
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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.

noble fractal
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Is there a way to animate rig effectors in humanoid hierarchy?

jolly burrow
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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

meager drum
jolly burrow
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ohhhh thank you i gonna try it out

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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 ^^

meager drum
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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

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Actually looking the video again... that hierarchy looks... screwed up

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Are these really not all under the same root?

jolly burrow
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yeah hmhm ... i belive my rig has 2 set of spines . i used rigify and the script to Convert it ..

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noo they not

meager drum
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It's really gotta be a single hierarchy

jolly burrow
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mmm you by any chance how i do that in blender / rigify ?

meager drum
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Sorry, wish I did. I've only ever used Maya and I'm an amateur at that

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This is what one of my character's skeletons looks like, with a lot of extra joints:

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She has extras along the way for cartoony bending of limbs if desired, and she has extras in the head for her hair.

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But it's all a single hierarchy

jolly burrow
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but good ๐Ÿ˜„ now i know where the issue is i need to fix .. thank you for your help alot

meager drum
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No problem ๐Ÿ™‚

jolly burrow
meager drum
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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 ๐Ÿ™‚

jolly burrow
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yeah ... i am not sure what im dooing ๐Ÿ˜„ but i see if i can fix the parenting in blender

meager drum
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You're welcome. Good luck!

jolly burrow
last gull
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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.
โ—Support CGDive
๐Ÿ”ธYoutube Memberships
https://www.youtube.com/channel/UCRSx63y-VPi...

โ–ถ Play video
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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

glass cove
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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

last gull
last gull
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np

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its s super state and in it are the 3 jump animations:

glass cove
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Seems cool, i think its okay as long as it behaves as you want it to.

last gull
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yeah i guess ๐Ÿ˜‡

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as long as my friends who work on the same code don't start cursing about it ๐Ÿ˜†

keen plover
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should i be animationg models in unity or blender?

remote harness
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Hey, i wonder, what would be more costly

  1. Constantly animating a light source, creating a sunrise/sunset effect.

  2. 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?

remote harness
keen plover
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aright thanks

hardy crypt
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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)?

cyan rock
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Can anyone give me any hints on how to enable keyframes? I am lost on that

hybrid tinsel
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@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.

ruby mesa
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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 !

hardy crypt
ruby mesa
hardy crypt
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Maybe someone wrote a script for migrating bones from one to the other?

hybrid tinsel
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I believe that animations can be interchanged between them.

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But haven't tested it

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But you'd need to have a matching rig

hardy crypt
hybrid tinsel
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I've actually been considering using anima2d a bit

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To make use of the meshrenderers

quick cipher
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hi all, is there a way to move clips into another tree

twin musk
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I've been wanting to know this as well. For a long time.

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Never was able to find an answer.

quick cipher
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Hmm, yeh so how do assets I download have multiple, have they imported them as one?

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seems like such a waste having to repeat the root and settings parent

hybrid tinsel
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@twin musk @quick cipher If you name the imported files in the right way unity will combine them

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You can check the manual under file importing

quick cipher
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thanks @hybrid tinsel ill give it a try

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is it possible to point to the manual where is mentions animation clups?

hybrid tinsel
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under importing models specifically

quick cipher
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ah think ive found it, thx

worn badge
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What is the basic premise for animating/handling a character turning in an animation?

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in terms of how their actual angle is reflected and transitions

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so for example imagine a character turning 180 in the animation.

meager drum
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You can either directly rotate their transform, or you can have a turning animation and apply its root motion to do it

surreal warren
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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?

gritty frost
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@surreal warren Does it actually have to traverse? You can tell animator to jump to a specific state

surreal warren
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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?

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I'll test that out, I assume it's with the normalizedTime under with Play?

hushed marsh
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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.

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The aim depends on the relative position of the target

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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

bold jacinth
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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

meager drum
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It can only do one at a time, per layer

bold jacinth
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aah, ok, perfect, thanks!

balmy scarab
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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

last gull
# hushed marsh The aim depends on the relative position of the target

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.

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But I'm not really sure if that's good advice ๐Ÿ˜‡ 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?

hushed marsh
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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.

hushed marsh
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Thanks :)

green gulch
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Hey guys, im trying to directly save my blend file with its actions into my Unity files "assets"

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is there anything specific i need to do to get my animations to show up in unity?

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so far i have the model/rig etc. but no actions

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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

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anyone got any ideas?

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i've tried baking the animations, and checking "fake user" next to each action, but still nothing in unity

kindred marsh
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Okay so I have this situation

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I have a 3d model w/ bones, and no animations

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I have a .anim file which should work for this model but I didn't use the animation tab on the model

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so as far as unity is concerned everything in the .anim file is not referenced

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that's the warning I get in the animator tab

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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?

kindred marsh
#

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

meager drum
#

Sorry, I wish I had an idea. I've never worked with an .anim file

kindred marsh
#

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

meager drum
#

Oh, that. Then... I don't understand what you're doing. What's it have to do with the animation tab on the model?

kindred marsh
#

I am trying to resurrect a dead game by basically reprogramming it's logic and taking it's assets

kindred marsh
kindred marsh
# kindred marsh

however when I try to combine the model and the animation, I get this error

meager drum
#

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

kindred marsh
#

cannot use an animation controller

#

the games old and it's animations don't work with an anim. controller

meager drum
#

Well, I'd still think playing them directly on an animator with the right hierarchy should work

kindred marsh
#

I think I found a fix for my problem

kindred marsh
# kindred marsh

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 ๐Ÿ™‚
I appreciate it

meager drum
#

Sure! Sounds like what I was getting at, but you found an interface I didn't know about

echo umbra
#

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

last gull
echo umbra
#

nvm, i figgured it out, i was looking for animator.Play()

last gull
#

ah cool

#

Does someone know how to do something on the last frame, before a state starts transitioning out of the current state?

echo umbra
#

i don;t really get what your asking

last gull
#

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 ๐Ÿ˜…

junior tartan
#

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.

last gull
#

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....

rancid furnace
# dense bay Are you using separate blend files for animation and model? Seems like there's a...

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.

chrome basalt
#

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?

echo umbra
#

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 ;-;

echo umbra
#

?

#

how i fix

sterile forge
#

I am having problems while animating two moving obstacles the same time

#

Anyone who will help me??

main orchid
#

Is there something like mixamo but for facial animations instead of body animations? I don't care whether it's free or paid software.

sterile forge
calm grove
#

Is there any way to tell Unity to disable animation interpolationย ?

kindred marsh
#

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?

#

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

twin musk
#

do you need an avatar for generic (e.g. animal) animations?

kindred marsh
#

The animation type on the model is Generic so Imma just say yes, that's what I need

twin musk
#

yeah i realized you can just generate it

#

now trying to work out the ik

kindred marsh
twin musk
#

is it possible to apply root motion movement to in-place animations?

last gull
#

Does anybody know how to trigger an event (i want to play a sound) when a specific transition is happening inside the animator?

balmy scarab
#

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

sterile forge
#

how to make good character animations? Mine one is like too much slippery legs

remote harness
#

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 ๐Ÿ˜Ž

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 ๐Ÿ˜›

remote harness
hybrid tinsel
#

@chrome basalt set the curve to 'broken' between the sections?

dusk adder
#

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

indigo lotus
indigo lotus
dusk adder
#

circumvented the whole issue by sorting out the uv maps before uploading to mixamo

dusk adder
jovial fiber
#

Does anyone know how to fix this

#

when i activate my animation it just makes it stuck in the ground

#

pls

#

help

meager drum
#

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

tacit pendant
#

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?

dense bay
#

Are they completely missing even inside the menu which popups when you are adding new animation?

tacit pendant
jolly burrow
meager drum
#

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

chrome basalt
jolly burrow
#

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 ...

chrome basalt
#

I could send the .anim file to checkout if you're willing?

hybrid tinsel
#

I can't at the moment.

crude field
last gull
#

Wow! Those look awesome! ๐Ÿฅณ

last gull
#

It can only be the import settings then, right?

jolly burrow
#

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

crude field
stable sigil
#

Anyone thinks I should slow down the fps speed? He looks a bit like the Flash's idle animation in Injustice 2

last gull
last gull
#

I once had problems with my weight painting, because in a new project the Skin Weights were too low

jolly burrow
#

@last gull ohh yes thats it ! thank you ... that fixed it, it was set to 2 and with 4 it is deforming better

last gull
#

Great! Yeah, I was struggling for a while too because of that setting

jolly burrow
#

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

last gull
#

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

jolly burrow
#

im always getting Fbx Import warnigs for scale in bones, but the animation looked alright so i did not bother ๐Ÿ˜„ looking for a way to get Udim Textures working in unity or i have to reduce the materials i use i think

meager drum
#

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

bright dirge
#

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

low nebula
#

why is there no create effector

plain garnet
#

How do I add an animation from one human model to a different one?

#

The animation isn't playing when I try

hollow hearth
#

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

tacit pendant
#

Any idea as to why Blender isn't exporting all the actions that are setup for my model?

hollow fiber
uncut salmon
#

@crude field No crossposting please.

crude field
#

ok

#

i wont

dense bane
#

i have imported a .obj model and got this error message. what is it

charred belfry
#

Read it

dense bane
#

yes

#

i dont know what this means

charred belfry
#

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"

last gull
keen orchid
#

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?

bright dirge
crude vault
#

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).

wooden sequoia
#

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)

river heart
#

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

twin musk
onyx horizon
#

How do I add my animationcurve to the currently playing animation, or at least an animation?

vernal sandal
#

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?

tacit pendant
hollow fiber
junior tartan
#

Generally on a new Layer you do a empty animation for the Default State. And change it with a parameter

vernal sandal
#

Calling SetBool doesn't call the animation on the other layer

junior tartan
#

Check if the Layer is with Weight 1

fossil olive
#

how do I make an animation play on a trigger happening?

hollow fiber
#

playing an animation directly also includes a parameter for the layer if im not mistaken, animator.Play(int_hash, layer);

junior tartan
tacit pendant
fossil olive
junior tartan
# fossil olive lol I'm a noob so I don't know terms well ``` private void OnTriggerEnter2D(C...

Help to support the channel if you are feeling super kind: https://www.patreon.com/dapperdino

Join our Discord: https://discord.gg/sn9xXK4

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...

โ–ถ Play video
fossil olive
#

thanks

hollow fiber
fossil olive
tacit pendant
#

My walk/run no longer appear in the source take even though they're in blender

junior tartan
fossil olive
#

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

junior tartan
#

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

hollow fiber
tacit pendant
# hollow fiber What format did you export as?

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...

tacit pendant
junior tartan
#

@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.

tacit pendant
# junior tartan <@!134762293375401984> By NLA you mean Animation being exported by Blender? I gu...

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

junior tartan
#

But when importing in Unity, how the animations appears?

#

Is it separated tracks or only one with all animations?

tacit pendant
dense bay
#

Hi everyone, I have a question, is it possible to animate visibility on blender? Like can we hide/show an object using animation?

hollow fiber
dark token
#

So this might be kind of a dumb question but

#

How do I check what object an animation clip is bound to?

tacit pendant
hollow fiber
#

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.

tacit pendant
junior tartan
# dark token How do I check what object an animation clip is bound to?

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.
spiral mesa
#

can someone help? i am unable to understand why this is happening. There is yellow text indicating that the animation data is missing

uncut salmon
#

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.

spiral mesa
#

ok, i will try this thank you

whole trellis
#

Is there a alternative to visualy scripting animation. I have too many nodes it's a mess at reading

uncut salmon
#

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.

dense bay
meager drum
#

As far as I'm aware that's not possible

#

I mean, assuming what you mean is "And bring this animation into Unity"

dense bay
meager drum
#

It wouldn't be terribly hard to make an animation in unity to do that though, and just line up the timings.

dense bay
#

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

last gull
# whole trellis Is there a alternative to visualy scripting animation. I have too many nodes it'...

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)

#

โ–บ โ€‹Easily make Platformers using my Unity Asset - http://u3d.as/2eYe
โžค Ultimate 2D CarGame Kit [ON SALE] - http://u3d.as/1HFX
โžค Wishlist my game - https://store.steampowered.com/app/1081830/Blood_And_Mead/
โžค Join the community - https://discord.gg/yeTuU53
โžค Support on Patreon - https://www.patreon.com/lostrelicgames

0:00 Escape Unity Animator ...

โ–ถ Play video
#

I tried animating from within code but ended up going back to the state machines

dense bay
#

You can change animation clip at runtime to simplify your animator nodes using RuntimeAnimatorController

#

Before and after changing clip at runtime

hybrid tinsel
#

That video is terrible advice.

#

And obnoxious.

last gull
#

Haha ok sorry then

#

๐Ÿ˜…

hybrid tinsel
#

It reminds me of this

last gull
#

Haha yeah, welll

hybrid tinsel
#

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 ๐Ÿ˜›

last gull
#

Yeah I agree

last gull
#

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.

hybrid tinsel
#

That's pretty normal.

whole trellis
whole trellis
last gull
#

I think, but its probably not a good idea

whole trellis
#

whats with crossfade?

#

is it the same thing?

whole trellis
#

Right now i have 17 nodes but I know in the future I'll have hundreds

fossil surge
#

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?

last gull
# whole trellis whats with crossfade?

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...

whole trellis
#

ill take a look at it when i add more animations

last gull
#

I think I'll check it out too maybe ^^

whole trellis
#

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

last gull
#

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.

last gull
whole trellis
#

You can add event based of animation

#

but i need the other way, i need my code to access to the keyframe animation

last gull
#

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

fossil surge
#

But the sliding is for some reason more severe. Maybe because of the above.

last gull
#

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?

fossil surge
#

There is 0 transition.

last gull
#

oh ok

fossil surge
#

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

last gull
#

Are you using rigidbodies/animate physics?

fossil surge
#

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

last gull
#

It's weird are you sure the distances are right in your animation software?

fossil surge
#

Yup, in Blender it's 100% correct

last gull
#

It also seems to accumulate just much faster than with the climbing

fossil surge
#

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
#

ok then it must be related to the transitions i guess

#

yeah

whole trellis
#

@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

last gull
#

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...

fossil surge
#

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 ๐Ÿ˜„ 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

last gull
#

I think you have to call OnAnimatorMove from a script that is on the same GameObject like the Animator component

#

then it should work

fossil surge
#

Yeah I did, but it made no difference other than that my jumping animation goes through walls

last gull
#

haha ok well

#

๐Ÿ™ƒ

fossil surge
#

it's so annoying to get stuck on a visual thing

last gull
#

yeah i feel you

#

sometimes these little things take up way too much time

whole trellis
#

synch the movement with the foot animation instead of sliding ๐Ÿ™‚

fossil surge
#

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:

whole trellis
#

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

fossil surge
#

there's something called MatchTarget() that can be used

somber vessel
#

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 :<

hybrid tinsel
#

@last gull You can use StateMachineBehaviour.OnStateExit() and StateMachineBehaviour.OnStateEnter() to trigger events when transitioning.

last gull
#

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

fossil surge
#

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 ๐Ÿ˜„

river forge
#

hi guys I downloaded some animations from the asset store, how do I implement this in a controller if I have this many?

vagrant wedge
#

Probably just packing that all into a blend tree and shift between them using a float parameter

spare yoke
#

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?

fossil surge
#

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?

wide sleet
#

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

hybrid tinsel
#

@spare yoke that definitely would make the feet slide around

clear orbit
#

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

hybrid tinsel
#

My only experience with rigify is people asking in here why it isn't working so I dunno ๐Ÿ˜›

tacit pendant
#

How is everyone exporting their animations in Blender? Do y'all mind sharing your settings?

hybrid tinsel
#

I just do my animations in unity

dense bay
fossil surge
#

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

distant patrol
#

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

cyan flower
#

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);

last gull
# clear orbit And should I avoid using rigify

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.

sturdy eagle
#

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?

somber vessel
#

i believe it does? if i remember correctly theres a few packages you can install to help with that

fading gale
#

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

somber vessel
#

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

sturdy eagle
somber vessel
#

its under the window tab :)

sturdy eagle
#

Will try soon! Tqsm โค๏ธ โค๏ธ โค๏ธ

somber vessel
#

np! hope it helps

sturdy eagle
#

I hope ur problem above gets fixed btw ๐Ÿฅบ

somber vessel
#

gaaah it better or else this whole thing is gonna get messed up cus its affecting every single animation o(-(

sturdy eagle
somber vessel
hybrid tinsel
#

@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.

distant patrol
#

yh got it sorted by making the animation not loop

hybrid tinsel
#
Unity Learn

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 ...

sturdy eagle
hybrid tinsel
#

Neat

lofty plover
#
Unity Learn

In this course, you'll explore the fundamentals of Unityโ€™s 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...

hallow dust
#

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?

twin musk
#

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?

misty glacier
#

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

junior tartan
twin musk
junior tartan
# twin musk oh ya i saw those! I had one working earlier, but rly confused on where to start...

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...
โ–ถ Play video
#

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.

junior tartan
# misty glacier yes
  1. Check if your animation clip is with Loop enabled.
  2. If you are using a Transition from Any State to Jump State, you might check if "Can transition to self" is disabled
twin musk
# junior tartan This one is a simple video that shows a simple implementation of the Two Bone IK...

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 -...

โ–ถ Play video
misty glacier
#

@junior tartanthx

sturdy eagle
#

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)

fringe berry
#

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

meager drum
#

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?

hybrid tinsel
#

@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.

sturdy eagle
hybrid tinsel
#

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.

sturdy eagle
#

Autodesk only saves as a tiff tho :(

hybrid tinsel
#

You could use something like GIMP as a converter

sturdy eagle
#

I tried a tiff to psb converter, bur it didnt work

#

So i'm downloading PS Trial

hybrid tinsel
#

Well, not many software supports layered tiff these days

sturdy eagle
#

Ahh gimp works? Dang ๐Ÿ˜‚ i just deleted it last week

hybrid tinsel
#

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

sturdy eagle
#

I'll try PS Trial first, will revert here if it doesnt work hehe

sturdy eagle
#

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)

fringe berry
#

@meager drum i had 2 bones, 1 for each hip in mind

meager drum
#

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 ๐Ÿ™‚

hybrid tinsel
#

@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)

sturdy eagle
hybrid tinsel
#

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

sturdy eagle
#

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 ๐Ÿ˜† ๐Ÿ˜†

hybrid tinsel
#

Worst case scenario, I saw your previous postings, you are quite capable of making a sprite sheet that doesn't need layered importing ๐Ÿ˜›

#

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.

dense bane
#

can you change the skybox thru an animation? i looked it up and i couldnt find something?

fringe berry
#

@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

meager drum
#

@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

fringe berry
#

that is the problem ๐Ÿ˜ฉ

#

its my fault for not checking the requirements of humanoid rig before animating

meager drum
#

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.

fringe berry
#

i really wish unity had a defauly rig with only the necessary bones for humanoid rig as a free asset or something

fringe berry
#

and from what i gathered online its for that very reason about scale

meager drum
#

Yeah, maybe because it's in between. I've only seen it done for leaf nodes like tails and ears

fringe berry
#

i think thats what it's for yeah,

#

thanks anyway

hybrid tinsel
#

@dense bane You probably can. If not directly, then you could write a script to do it and trigger that from an animation event.

torn shale
#

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.

hallow dust
steady bear
#

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?

twin musk
#

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!

twin musk
#

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

twin musk
#

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

hybrid tinsel
#

@torn shale can't you just set the direction to start as negative?

torn shale
#

@hybrid tinsel Really new, so not sure how in that case.
Also, thank you Pinballkitty for helping me :-).

hybrid tinsel
#

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.

torn shale
#

This is the code that I wrote based on the tutorial:

#

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...

โ–ถ Play video
#

(Really new and still mainly just copying, and trying to understand).

torn shale
#

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 :-).

copper relic
#

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?

twin musk
#

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?

dense bay
hushed ember
hushed ember
#

I'm new to animation.How do I add an animation event?

hybrid tinsel
#

The link I just posted

hushed ember
#

Shouldn't there be a drop-down list and choose the function from the scripts that u attached?

hybrid tinsel
#

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.

hushed ember
#

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

tight meadow
#

Do anyone know where to find a free good rigged character

undone dagger
#

anyone here similar with the Unity.Animation ECS package?

ancient echo
#

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

twin musk
#

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

ancient echo
# twin musk How do I make animations? Like what file format does it have to be

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)

twin musk
#

i mean in like 2d

ancient echo
#

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

twin musk
#

kk ty

hushed ember
#

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?

distant dust
#

Hi! Iโ€™m making a horror game. Iโ€™ve already modeled and rigged a weapon, now I just need to animate the weapon with arms. I canโ€™t seem to find any good free arm rigs, however. Does anyone know any good free arm rigs for blender/unity?

paper prairie
#

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

zenith iris
#

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)

junior tartan
# paper prairie Hi! I'm having really bad performance-issues with Umodeller and I can't understa...

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).

trail scarab
#

how do i fix this

#

there are holes in the arm

#

and i dont want that to happen

tender relic
#

krita or gimp to allow customization

trail scarab
#

?

#

@tender relic wdym

tender relic
#

which is better

twin musk
#

arent krita and gimp image editors

twin musk
#

can I ask for help in this channel or is there another channel for help

obtuse cloud
twin musk
#

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

last gull
# twin musk I made a jumping animation .. it is devided into 3 sections, leaving the ground,...

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.

last gull
#

Np, also I put those 3 animations inside a sub-statemachine to keep it organized

twin musk
#

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

last gull
#

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...

โ–ถ Play video
#

I didn't watch it myself just quickly looked into it and it seemed fine

twin musk
last gull
#

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.

balmy furnace
#

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?

twin musk
#

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?

last gull
#

Maybe that potion contains a strongly magnetic substance

hybrid tinsel
#

@balmy furnace What sort of animation?

hybrid tinsel
twin musk
hybrid tinsel
#

That would do it

twin musk
#

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.

hybrid tinsel
#

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

twin musk
#

you mean the layer synchronization option?

#

or something else?

hybrid tinsel
#

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

twin musk
#

ah, when you say animator

#

I'm using 1 animator and 2 layers.

hybrid tinsel
#

ah, so in that case you could use sync layers

#

Where the second layer is slaved to the first

twin musk
#

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.

hybrid tinsel
#

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

twin musk
austere phoenix
#

How would I animate this lol

#

Not a question related to unity just wondering how would I animate the propeller like spinning

twin musk
#

yay i finally am able to have a decent workflow between unity and blender

lean yoke
#

Hi ya!

Tell me please, is it possible to change bone position/rotation/scale in avatar mode without affecting the mesh?

fringe berry
#

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)

balmy furnace
fringe berry
#

also, whats with UpLeg and Leg being capitalised but none of the other words are except HIPS

twin musk
#

question, is there a way to make an animation state go to another state when it's finished automatically?

ancient echo
# twin musk question, is there a way to make an animation state go to another state when it'...

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

twin musk
ancient echo
#

Also what is it currently doing instead?

twin musk
#

@ancient echo and it is doing the 2nd action, then not doing anything

ancient echo
# twin musk

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)

twin musk
ancient echo
# twin musk yes you see here is my problem, is shooting .. idk if it should be a trigger or ...

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

twin musk
ancient echo
twin musk
ancient echo
# twin musk thank you, one last question.. is there a way to set the boolean, trigger back t...

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

twin musk
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thank you but yes it is the case I have 3 layers.. thank you ๐Ÿ˜

twin musk
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damn it how do i fix this

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is there some blender export option i forgot to tick?

woeful minnow
#

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.

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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

willow quest
austere phoenix
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yup, got it alreayd

hybrid tinsel
limpid terrace
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does anyone know how to stop animation from being spammed with a key

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key press

trail scarab
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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 ...

โ–ถ Play video
trail scarab
hollow fiber
#

@trail scarab layers are far easier to manage

trail scarab
#

i really hate checking for 15 million booleans though...

hollow fiber
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Create your own enum to select layers ๐Ÿ˜›

trail scarab
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๐Ÿ˜ซ

hybrid tinsel
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@trail scarab that video is garbage

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@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.

trail scarab
hybrid tinsel
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When I get back to my computer

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Or you can look up what I said last time it was posted in here =p

trail scarab
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i dont wanna scroll up forever

hybrid tinsel
#

TLDR it is the animation version of

#

The problem the guy attempts to solve certainly exists, but his approach to solving it is terrible.

meager drum
#

Taken far enough his solution is to reimplement the state machine in code.

trail scarab
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so whats the ideal way to do animations then? @hybrid tinsel

hybrid tinsel
#

That's kind of a massive topic, but yeah. What Wyldfire said is exactly right.

meager drum
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There's nothing inherently wrong with that I suppose, but I certainly wouldn't say it's better or simpler either.

hybrid tinsel
#

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.

modern escarp
#

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.
trail scarab
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how do i use a 2d blendtree? do i just check if x and y are this, and then play that animation?

tame steppe
#

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

trail scarab
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how do i tell something to instantly switch to a new animation

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currently in my web of booleans, an animation has to finish before the transition starts

tame steppe
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think u wanna do something with exit time = 0

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transition time also = 0

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not sure im kinda a noob too

trail scarab
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we'll get there eventually ยฏ_(ใƒ„)_/ยฏ

trail scarab
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nvm fixed it

dry ocean
#

Hi.
i'm trying to change blendshapes in runtime but unity won't let me.

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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.

lusty wadi
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got this working

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just gotta figure out how to script... a crap ton more

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man sometimes i wish i had a programmer for this project rather than having it a 1 person team

hybrid tinsel
last gull
#

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?

modern escarp
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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

half blaze
#

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?

violet flame
#

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".

crystal berry
violet flame
hybrid tinsel
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@Toastyโ„ข#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?

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@violet flame you can set a variable on exiting the other states, and use that to return to the appropriate state?

crystal berry
#

Is it possible to move around freely while in an empty animation state?

violet flame
#

Inside an StateMachineBehaviour, is possible to check which state name and index is it?

twin musk
#

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!

uncut salmon
#
  1. 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.

  2. As above.

twin musk
hybrid tinsel
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@twin musk Duplicated animations can be edited using the animation panel

crude hedge
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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

crude hedge
#

ok

kind patio
#

Click on the node and press delete

crude hedge
#

okkkkkkkk

kind patio
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Did it work

#

@crude hedge

crude hedge
#

nope

ruby plume
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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

ruby briar
#

why is it moving down when the jump animation starts? and why does it look so weird

primal glen
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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!

celest inlet
#

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?

odd prairie
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I can't rename my missing animation properties

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(by doing as usual: click once - pause - click twice)

#

what is the reason for that?

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without "(Read-Only)"

opaque smelt
#

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?

hybrid tinsel
#

@celest inlet How are you playing it in code? Using Animation.Play() or Animation.Crossfade()?

dry ocean
#

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.

silver nest
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Hello, How can I play an animation from the timeline additive to the animation playing on the animator controller?

hybrid tinsel
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@dry ocean what do you mean by 'change' them?

dry ocean
hybrid tinsel
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Like, change which one is applied or actually change the blendshape data?

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@silver nest only via scripting, I believe

silver nest
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hmmm, with script blend the timeline animation with the one from the animation controller? as per frame per frame interpolate between both animations?

dry ocean
dry ocean
dry ocean
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does anyone know how i can change blend shapes through scripts while having armatures that effects the body but not the face?

hybrid tinsel
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That should be the default behavior for blendshapes

kind patio
hybrid tinsel
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@kind patio I can't even tell what your problem is; maybe explain that instead of repeating yourself.

kind patio
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The hair and face is acting weird

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@hybrid tinsel

kind patio
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the face flickering

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and the fact that the face goes transparent immediatly when I add my blender animation to it

last gull
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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?

clear orbit
#

Hello

pulsar sand
#

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.

low nebula
#

i have made animations for my right sides, is there a way i can duplicate and switch sides?

deep cradle
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yo (:

austere phoenix
#

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?

deep cradle
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so im having trouble with a walk cycle animation its 3d WASD

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this is the code i have for it at the moment

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basically the problem is after a couple seconds of holding a direction it goes back to the idle animation loop

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the D direction works fine for some reason thoughj

austere phoenix
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can u send a short clip

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of u holding like w? in ur game

deep cradle
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yee gimme a sec

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you can see how going right "D" works fine but the rest for some reason go back to idle

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to clarify my "idle" state isnt actually an animation, its just no motion

i dont think that should change anything but idk

austere phoenix
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add debugs to see if the code is still working after holding w/a/s for longer than a second

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what should i do to make this idle animation look better?

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i can change the speed of the animation in unity so making it already done

meager drum
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Make the tail move around

deep cradle
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possibly have the body move with it slightly? thats way more work tho

austere phoenix
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i got the tail to move a bit in and out

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and for the body, i kinda have no idea how to do that lol

austere phoenix
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who wants to help me and do jumping animation for the fellow monke

hallow dust
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Is there a way to import animations to your character without code?
im just curious if theres a way.

austere phoenix
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i mean the animator

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but that would make the animation constantly play over and over

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only able to edit when its turned on/off in code.

deep cradle
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that looks a lot more lifelike!

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with the tail

silver nest
#

Anybody knows how can I set the Clip Transform Offsets from script?

fringe berry
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hey is it possible to animate using the muscle parameters on the humanoid rig avatar definition?

meager drum
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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

devout quarry
#

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

celest inlet
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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?

light bluff
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Hi, i would like to how to create in animation inside a animator controller to achieve this result ->

last gull
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How can i find out in which specific Substamachine an Animator is in currently?

chrome radish
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im having problme exporting animation from blender to unity .. can anybody help?

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in blender it affect only the besh i mapped but in unity it move the whole mesh

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tried to troubleshoot many time cant get it to work

echo umbra
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why don't i see my walking animation

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i have my walk.fbx but it don't show up

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please someone help

mellow ravine
#

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

echo umbra
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can someone help me pleease

tardy goblet
#

the more annoying you are and repeating "can someone help me" in a short time, the less help youre likely to get

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also i found a answer to that question withing 2 google searches, so why dont you just try to google ๐Ÿ‘

echo umbra
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ok.

echo umbra
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still not working

surreal widget
#

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,...?

last gull
muted storm
#

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?

austere phoenix
#

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?

hybrid tinsel
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@muted storm any stare m3ans that it can be called from any state, not t bg at it will automatically trigger from every state.

echo umbra
kind patio
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the face is flickering
and the fact that the face goes transparent immediatly when I add my blender animation to it