#🏃┃animation

1 messages · Page 76 of 1

subtle kayak
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Does anyone know if there is a retargeting system on the asset store that isn't as restrictive as Unity's current one?
Or some improvements that Unity might be doing to the existing retargeting system that I am unnaware of. Or a completely new system?
Because right now it's pretty bad and limiting.
Coming from UE4 where you can create your own custom skeletons to retarget animations from and to. Only being able to retarget between humanoids, with a very specific skeleton, is pretty bad.

indigo adder
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can anyone help me making a katana animation

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i dont know about animations at all

uncut salmon
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Nobody is going to make you an animation. Best just learn how to make animations.

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Unless you're paying. In which case, you can look to hire someone via the Unity forums (pinned in #💻┃unity-talk), or other artist hiring websites.

uncut salmon
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Blender is a free, solid program for modeling and animation.

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Check out some tutorials.

kind patio
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Plz guys I have been stuck on this for a week now plz someone help me

gritty frost
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@covert turtle We don't have job posting here. There is a job posting section on the forum.

white solstice
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Hey, anyone here decent at animations? Can you help me?

meager drum
lean yoke
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Hi, all.
Can anybody give me an answer, please?)

How unity get information about root bone in skinned mesh renderer and how to change it from Blender?

meager drum
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Isn't that defined in your import settings?

lean yoke
meager drum
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The Rig tab

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I don't have a computer handy to look myself, but I'm pretty sure that's part of the avatar definition

lean yoke
meager drum
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So, for Humanoid I think it's supposed to be the "Hips". I know if you set a generic avatar instead then there's just a box to tell it what the root is. But, I do see that your Mesh Renderer is showing a different root than your Avatar here, so I don't really know why that'd be

indigo adder
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where is the "loop" option

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nvm found it

deft sedge
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hey there, when i put my model into unity it wont show the mirrored side from blender
Does someone know a fix for this

fervent vigil
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So I have all the animations for my character, I can make the transition from idle animation to walking animation but I can't have the character trigger walking left or right or backward animation

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is there a specific way to do so?

echo umbra
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why is my animation not showing, i don't know what else to try

crisp jungle
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Is there an easy way to have an animation only play once (rather than loop)? Or play once and stop at the end?

timber wren
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Hello, have got a problem and I really need your help, I have made a character in character creator in blender and imported it into Unity. Still, I can not play an animation clip on it using Unity Animator. The character has the type Generic and the animation clip was installed from Mixamo. What could the problem be

gritty frost
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Bone names not matching?

hybrid tinsel
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@crisp jungle in the inspector for the anim file uncheck looping.

timber wren
gritty frost
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Would have to rename the bones or figure some other way to retarget the animation

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Note that Humanoid animations in Unity can be retargeted automatically

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Mixamo might also be able to do something through their rigging tools

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You probably wanna use the humanoid system for humanoid characters

timber wren
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I have changed the type to humanoid within Unity, and when I tried to play the animation, I got this !

swift tide
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nice spore creature

magic vapor
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hey, can anybody help me out a bit? I have an animaton from mixamo, and it's a bit off. How can I adjust the animation in unity? Just rotate the bone a bit to get it to look right, instead of his hand going through his head? I can't for the life of me figure it out. Do I have to use blender 3d to do that or can I do that in Unity?

twin musk
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I'm running into an issue when models pulled in from Blender that use Shape Keys, to construct a building in a transformer style. The shape keys work perfectly in blender, but in Unity, the first key is really messed up. Not sure why. Any ideas? Is this fixable? https://www.youtube.com/watch?v=z4lCQiEHVjs

This a visual representation of an error I'm getting while using shape keys. I'm not sure what is causing this. In blender (shown second) evevrything works great when key 1 is modified, closing up the last wall., but in Unity, Key 1's reduction causes all the vertices to go haywire. Looking for a solution.

▶ Play video
fervent vigil
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I'm having a little bit of trouble, I created a tree for 3 different animations to move forward or forward Left/Forward Right, now the only animation working is the moving forward, transitioning to moving left or right/changing the horizontal value does not affect the animation change why is that?

magic vapor
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what's your script like

fervent vigil
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    public CharacterController controller;

    public float speed = 12f;
    public float gravity = -9.81f;

    public Transform groundCheck;
    public float groundDistance = 0.4f;
    public LayerMask groundMask;
    Vector3 velocity;

    bool isGrounded;

    public Animator anim;



    // Update is called once per frame
    void Update()
    {
        anim.SetFloat("vertical", Input.GetAxis("Vertical"));
        anim.SetFloat("horizontal", Input.GetAxis("Horizontal"));

        if (controller.isGrounded)
        {
            velocity.y = 0;
        }


        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        Vector3 move = transform.right * x + transform.forward * z;
        controller.Move(move * speed * Time.deltaTime);

        velocity.y += gravity * Time.deltaTime;

        controller.Move(velocity * Time.deltaTime);

    }```
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I was following a video on how to do it

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its working in the video but not for me when I change horizontal value

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its as if changing horizontal value does nothing

magic vapor
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does it work if you press S?

fervent vigil
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no not even walking animation works if i press S

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the horizontal value is changing when i press A or D but its not triggering the animation

magic vapor
fervent vigil
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hmm its in 1D

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@magic vapor is this correct ?

magic vapor
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@fervent vigil not quit

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that's how it should look like

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the script is just like in the tutorial

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anim.SetFloat("Vertical", Input.GetAxis("Vertical"));
anim.SetFloat("Horizontal", Input.GetAxis("Horizontal"));

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and thats the base layer, entry point is the blend tree

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this worked for me but different games different needs, hope this helps out, im learning unity myself so im not the best at giving advice

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but hopefully that works out

fervent vigil
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I'm new to unity as well I was wondering about those 4 running animations is it the same thing for walking in different directions?

magic vapor
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yeah same animation slapped over

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input.getaxis goes from 0 to -1 and 1.

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over time

fervent vigil
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so i should delete the Movement layer

magic vapor
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and you could easily get the player to face whichever way u movin

fervent vigil
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have the blend tree contain idle, walk forward, walk left, right and backward animations?

magic vapor
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yes, basically. do you have different animations for each or is it just the same animation ?

fervent vigil
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oh i do have diff ones

magic vapor
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well it shouldn't be hard to implenet

fervent vigil
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ok so I shouldn't change just anything in the script right?

magic vapor
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Learn how to animate characters in Unity 3D with dynamic animations from blend trees!

This beginner-friendly tutorial is a complete walkthrough of two dimensional blend trees and how we can use blend trees to create new animations for our characters using two float parameters!

WANT MORE?
Interested in learning more about animating characters i...

▶ Play video
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this guy does a great job of explaining blend trees

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1d, 2d, etc

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i recommend you watch him if you haven't

magic vapor
fervent vigil
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mm im not using any velocity just sense of direction and the movement tho

magic vapor
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by velocity i mean

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the sliders

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horizontal and vertical sliders

fervent vigil
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oh right

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the tutorial you just sent seems to be on point as well, I've been at it for 6 hours trying to figure out how to achieve this

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thank you so much !

magic vapor
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yup here's the playlist, truly great at explaining everything

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Learn how to properly export characters and animations from Adobe's free Mixamo platform and import them to Unity 3D. You'll also learn some beginner-friendly animation knowledge!

CHECK OUT THE NEXT VIDEO HERE: https://youtu.be/vApG8aYD5aI

This is the first video in a series dedicated to learning Unity's animation system! We'll be exploring ke...

▶ Play video
magic vapor
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animations are a lot of work, esp when you get into a character with more than a run and idle animation

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its a headache for me

fervent vigil
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yea and I just felt it'd be so simple damn

south osprey
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I was wondering if anyone could give me a hand with following this unity tutorial, I got the IK working but not the IK foot solver. My main issue is the demo code does not provide the variables or code libraries used.
https://www.youtube.com/watch?v=acMK93A-FSY&ab_channel=Unity

In this episode of the Prototype Series, we've expanded the Procedural Boss project by creating a procedurally animated walk animation!

⭐ Project Download https://on.unity.com/3jX6PAY
⭐ Training Session https://on.unity.com/3atx3rW
⭐ Procedural Boss video https://youtu.be/LVSmp0zW8pY

Timestamps:
00:00 - Intro
00:54 - Setting up the rig
03:55 -...

▶ Play video
glad burrow
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hello! I have a small problem with an animation. When I play animation in the "animation window" everything goes perfectly. When I play animation (via a script), the animation looks weird

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I did some tests and the problem is not with the script. More details can be found in the video

hybrid tinsel
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YouTube says the video was removed.

light bluff
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Hi, i have this error when i run my animation. Does anyone have an idea?

frozen sage
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Did you set sprite?

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Or what is it missing? It's not fully said

light bluff
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I know it cant find it.... i wanna know why i cant find it

frozen sage
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But did you set sprite for the object?

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Wait its animation menu?

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you need to have sprite renderer on your object

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then you can create clips

light bluff
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i must be retard. It doesnt work

crisp jungle
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What's the best way to have a top-down moving character transition to different-facing idles?

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I already have the different move directions in a blend tree working correctly.

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Maybe I just have to take those out of the blend tree.. don't see a way to have it transition to different idles

celest crag
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@light bluff Please don't use ableist slurs.

lean yoke
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His skeleton

wintry jetty
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guys is there any way

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to import .anim file from Unity to blender for editing

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the anim file has been duplicated out of fbx file

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but i lose the fbx file that contains that anim, only have the base fbx without any anim

uneven citrus
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try using your naked guys avatar on the animation

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i had this antena/tentacle working yesterday, but i had to make changes to the UV and upon re importing, i can no longer get it to work because it simply misses the tip of the last bone, if someone has had this issue before i would appreciate guidance

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in the video i followed there is also a rig with 3 bones, same as mine but for some reason it shows the bone end

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the wierdest part is that it worked, and i made no changes to the rig what so ever and it simply stopped working

trim niche
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Hi guys!
TL:DR - is there a way to add slight noise/variation to a humanoid animation shared between several models?

Long version:
I have a question. I am about to record some motion capture of an ensemble of musicians.
As you might know, there are often many string players who play the exact same music, and as such their movements would be very similar.
Instead of performing the motion capture multiple times for the same part, is it possible to record it once, but add slight variation/noise between each iteration of the string player? I mean in an automatic way, not manually going in and re-animating each animation.
I know there is a thing called Perlin noise, but I'm unsure about whether/how that would work in this context.

Thanks!

uneven citrus
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maybe in blender you could do that, if you constrain the noise to certain axis, it might not look wonky

austere furnace
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I've asked in the Blender Discord too, but I am trying to set it up to work nice in Unity so if anyone knows or can point me in the right direction, I'd appreciate it a ton x)

uneven citrus
uneven citrus
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i managed to fix my issue by just remaking the rig for the 4th time and i have no clue what changed

austere furnace
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@uneven citrus I still need to animate though and I'd rather do that in Blender.

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when I say IK, I mean like animation controls and such

uneven citrus
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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.
●Support CGDive
🔸Youtube Memberships
https://www.youtube.com/channel/UCRSx63y-VPi...

▶ Play video
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i havent tried all of it out myself, but i did use rigify in blender. and this seems brilliant, you get a clean rig and amazing control over it in the 3D software

austere furnace
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I was trying to avoid rigify cause it's so hard to edit. I have custom bones to help make everything bend properly and trying to make it work with rigify feels like it's easier just to do it all myself haha. 😅

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I'm gonna give that video a watch though

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thanks!

uneven citrus
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yup when i first used it and tried putting it into unity i thought of doing everything mysef, but with this you have one rig with all of the controls where you can make the animations, and then the more simplified game rig inherits stuff

sand inlet
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that may also help

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So I have a gameobject with the animator, other scripts, and the children of this is the bones and the mesh.
Why can I not simply replace the children of this with the children of another model, and also make sure the new avatar is set at runtime. the animation just does nothing, in pose mode. The state machine is running also, and parameters being set correctly. Just the bones do nothing

edit: For anyone who finds this in a search. it seems best to just have the animator on a child object instead of on the root. Now i can easily swap out models and randomize my civilians
uneven citrus
ripe shore
uneven citrus
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Hey everyone! Today I'll be showing you how to create inverse kinematics for your character in Blender 2.8 in 2 minutes!

If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
https://www.youtube.com/watch?v=f6vgICNCVxQ&list=PLZpDYt0cyiuu-sx...

▶ Play video
austere furnace
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Not all of my rigs will be human so that's partly why I wanna just figure out how to get the stuff working myself. I know people use Rigify for other stuff too but idk, it just seems hard to work with but I might keep trying with it.

austere furnace
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Here's a pic with only deforming bones

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Is something there wrong?

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oh you mean the knee bone?

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well

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joint

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I have that in there too, but the other bones are to help with twisting.

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...tbh, those are needed more at the arm than legs

ripe shore
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your setup is fine in this photo, so your chin double bone bending was a mistake on the Unity side?

austere furnace
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no, it's in Blender. The problem I have is I don't know how to set up IK controls using this kind of setup

ripe shore
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Oh ok i get it now

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The way you can do it is by setting up a rotation constraint on the second bone but sometimes that confuses them ik

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So what many do is top bone all the way to the ankle

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Then secondary bone driven by expression: half of the coaxial rotation

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So you keep your ik chain simple and add secondary bones just to smooth your coaxial deformation

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Or like me you don't bother and hide the wrist deformation with some cool jewelry or normal smoothing trick like in NGSS

austere furnace
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I'm not the smartest person when it comes to the terminology so I'm not sure I'm following, but do you mean like, connect the make bones like with a basic rig and have correction bones separate and parented or something?

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Like this?

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you didn't mean the very top bone to the ankle right? xD

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Like this ?

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I just wanna make sure I understand fully 😅 I like how everything is looking so far so I don't wanna do anything too destructive here

ripe shore
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Yeah like that

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Will you use ik in Unity?

austere furnace
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I'm unsure but I'm going to avoid it. I think everything should be able to be handled fine through animations.

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at most, I might wanna see if I can get foot placement working. I don't think I'd need much more than that though and I don't even think I'll go that far tbh.

modern escarp
magic vapor
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@modern escarp try mirroring the animations? if i remember right, it has something to do with the feet. if you move one direction, let's say your right foot steps forward first

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but once you move the opposite direction, the right foot tries stepping forward again, and that would cause it to look like in the video

unkempt lichen
unkempt lichen
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Anyone know how to fix this from happening?

uneven citrus
unkempt lichen
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The same image is used for both feet? also just figured out it seems to not just be unity its when ever i export it from maya

uneven citrus
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image what do you mean ?

meager drum
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@unkempt lichen I initially had problems with this coming from Maya too. There were two problems; one that for some reason, the limb that was a problem was originally mirrored. Freezing the rotations of parent joins and other fiddling like that eventually resolved it; BUT! After fixing it in Maya it was still broken in Unity because Unity's avatar definition was remembering the original rotations for some reason and screwing things up by re-applying them. I had to reset/remake the Avatar definition to get it actually fixed.

neon jasper
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Hello! I'm using the Unity animation rigging package and I need to change the Source Objects field in the TwoBoneIKConstraint component at runtime. However, when I put a new transform in that field, nothing changes, and the position of the hand bone does not change according to the new transform source object. Do I have to rebuild something at runtime after I put in the new transform source in the IKConstraint? If yes, how?

lucid cave
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Any idea on how to make a run cycle with this charecter? I have been trying for 2 days and I couldn't make it, Any Help Would Be Appreciated

uneven citrus
fresh hamlet
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Anyone had the Two Bone IK Resolver from Animation Rigging displace the root bone in play mode? The model is from blender and uses Rigify, I've tested with meta and normal rig. Avatar is humanoid, I'm using a setup that has worked with a different model before.

Disabling Rig Builder resets the model position again.

There's a warning "some generic clips animate transforms that are already bound by a Humanoid avatar. These transforms can only be changed by Humanoid clips". Not sure what's going on - the avatar is Humanoid. Unity version is 2021.1.0f1, Blender is 2.82

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I've wasted my entire day on this so far, extremely dreadful work

uneven citrus
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does it displace it as soon as you press play or when moving it ?

fresh hamlet
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Thanks for answering btw

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It displaces as soon as I enable the rig builder component in play mode. Disabling rig builder resets the root bone position

sacred goblet
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how does the Animator component work internally to find bones as game objects? I've been having an issue with implementing foot IK and it doesn't work as expected because the Animator component is not directly on the 3D model but on a parent game object, something like this:

Character (Contains the animator component)
-> 3D Model
--> Model Object (Originally contained the animator component)
---> Root (Here starts the rig game objects)
----> Hips
-----> etc...

uneven citrus
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DM me some screenshots of how you have things setup, alternitavely you can share screen if your comfortable with that

sacred goblet
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I tested reassigning the animator to the original game object and it works fine, on the root game object the animations work but the foot IK is messed up

uneven citrus
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honestly i recommend sticking to what they suggest on the documentation

quartz schooner
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I used mixamo to create the bones, but when I use the model in a game the hands look curved

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do you know how to fix it?

austere furnace
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@ripe shore So I ended up doing that thing with the twist bones that you suggested yesterday and unparented them and I think I'm liking how it's working out. : ) Thaaanks!

proud stream
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alright, now i am totally confused

austere furnace
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Hard to say what's going on there. are the weights normalized?

austere furnace
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@proud stream Does that mesh have the armature modifier attached to it?

proud stream
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I just applied them aith automatic weights

austere furnace
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Maybe the deform option is turned off on that bone then

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If you don't know where to checknthat I can show you in a couple mins.

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Assuming that's Blender

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@proud stream I would make sure this deform option is checked for that bone. You'll have to click on that bone and see if it's checked.

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I bet that's what it is

proud stream
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Thank you

austere furnace
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np! :)

fresh hamlet
# fresh hamlet Anyone had the Two Bone IK Resolver from Animation Rigging displace the root bon...

The answer was to set "Apply Scalings" to "FBX Unit Scale" during FBX export.

If anyone from Unity reads this: I literally lost a day on this, and I still don't know why this setting was required. It was extremely frustrating and I feel it should be much easier for animators to debug export settings. I found out about this "solution" on YouTube. I'm surprised I had a hard time finding a preset / boilerplate file I could have started with. Unreal Engine has official blender plugins to connect blender more seamlessly with the engine - a step like that could be a consideration for Unity as well imo...

dreamy orbit
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Is anyone familiar with modifying the animation clips of a humanoid rig system using a script in LateUpdate() ?

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What I'm looking to do is to use the original skeletal transform animations values - to allow writing translation and possibly scale values in the final animation

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(since shoulders/joints in humanoid rigs don't support translation and scale values)

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This is the list of steps I saw written out somewhere:
convert a muscle clip back to skeleton animation.
– Setup a humanoid rig for the “target” skeleton
– Create a Controller with the muscle clip to convert
– for each frame, animator.play(frame time); animator.update();
– read the skeleton transforms
– write transform trs key to AnimationClip in LateUpdate

hybrid tinsel
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@fresh hamlet I suggest posting a message with both the question and the answer in it so it can be added as a stickied post by a mod for future people

fresh hamlet
hybrid tinsel
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Up to you I guess 😄

lucid cave
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@!Randטּm#5071 thanks for the help

pulsar sand
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hi, guys i want to mask the LeftUpLeg and RightUpLeg bones but as soon as i import the skeleton into Transform of the Mask it masks every thing, i tried checking and unchecking the bones even then its masking everything and the attack animation is not seen at all. My avatar masks transform is not working, can anyone help me out i can share my screen if you are free, Thanks in advance.

indigo adder
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can anyone give me a non out dated breif tutorial on importing a 3d model with animations from blender to unity

ashen quiver
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Help: My animator controller public variable is being deleted on start. I can't find anywhere how to fix this problem or anyone who had this problem.

neon jasper
crisp prawn
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Can someone please tell me how to use the animator... I have spend around 6 hours on this shit and my motivation is at its lowest...

The issue : most toturials just drag the animation file in the animator and magically it comes into existence in the animator. My cursor becomes this 'you cant do this' shape. I tried to work around it and play with it and tried to find a workaround and the best i could do was create a stem or object, not the tree and added the animation manually, then fixed the animator file on the player. After some codes inspection of how other people do it, i noticed they use get commponent of variable and make it true or false...
My unity is opening so will send the code in a second.

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Its not a stem, its create empty object

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Pls tag me when you help me, its a request 🙌

uncut salmon
crisp prawn
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Use an imported one.

crisp prawn
uncut salmon
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Can you show a screenshot of what you're trying to drag and where?

crisp prawn
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If you need any info, please do tell.

crisp prawn
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This cant add cursor pops out

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When i add it

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I dont know how to create a video...

uncut salmon
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What is the actual asset you're trying to drag from your project window?

crisp prawn
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The player run

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Its a animated prefab

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A couple of images grouped togethor as an animation...

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Idk how else i can explain it... PrefabNest

uncut salmon
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That asset is an Animator Controller, not an Animation

crisp prawn
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. _.

uncut salmon
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Note the difference.

crisp prawn
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Fk

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Thanks alot.

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I think i got it.

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Maybe...

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Can i create an animation from some consecutive pictures...

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Ill just head to google for this

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Found it.

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@uncut salmon thanks so fkjn much for this shit.

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now im stuck with another issue... can I script a code and make it so that if a specific value == true, run this animation, if it aint, run this animation...

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I found many examples of how to code this but its in my player script, is this even right?

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nvm, found it

twin musk
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how do you change the default material shader to be shader unit/color

old kayak
final mortar
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[Solved] It appears that with the option "resample curves" removed the loop fit perfectly my work on 3dsMAx =]

Hello guys, I'm encountering an issue with my animations. My loop is clean on 3ds Max but I have a glitch at the end on Unity (See Gifs). I triple checked if I used the right frames. And I have this issue with almost each loop of my fbx.
May the fact that I animated in 24 fps, Unity being in 30, can cause the problem ? I'm running out of solutions ... If you have some I'll be glad =]

meager drum
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As an experiment, tell unity to import one less frame (meaning, cut one frame from the end) on that animation and see what happens

final mortar
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Tried that already

slow sphinx
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How can i create animation without motion suit

meager drum
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Did it have an effect at all or no different?

final mortar
bright dirge
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despite the speed being set to 0, whenever I start the game it sets it to 4 and therefore just forces me to play the run animation

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I noticed that my movespeed here is also 4, any correlation?

clear orbit
magic vapor
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did you script the movespeed to modify the speed in the animator? if so, the movespeed in the inspector will always apply

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regardless if you set it as 0 in the animator

bright dirge
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No I didn't that's where my confusion comes from

magic vapor
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it will take the value from the script

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oh

clear orbit
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Yeah, the script controls the speed, and the Animator references it ??

bright dirge
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this is the only line of code referring to the animator in my code

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wait

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😐

magic vapor
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🙂

bright dirge
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I'm an idotr

magic vapor
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hahah all good, sometimes the most obvious answer is the one we overlook

bright dirge
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no to continue bothering you but how would I modify this so that it only does this on the occasion that I actually move

magic vapor
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assuming you want it to move on your WASD input

bright dirge
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yes

magic vapor
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animator.SetFloat("speed", Input.GetAxis("Horizontal");
animator.SetFloat("speed", Input.GetAxis("Vertical");

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You can also get Input.GetAxisRaw for a more snappy movement

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Or you can opt for a smoother version, you can just do a float of the input, then you multiply that float by time.deltatime

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I gotta run to work but i hope that sets you on the right path

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good luck

bright dirge
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Thanks so much

#

this has been stressing me out

#

hmm how come it doesn't play when I move backwards though?

magic vapor
#

No issues, check out https://www.youtube.com/watch?v=vApG8aYD5aI&t=268s for a good explanation

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...

▶ Play video
magic vapor
#

the backwards Input would be -1

#

and forwards would be 1

#

blend the animations using a blend tree

#

and slap 4 animations together, can be the same run animation

#

and set the axis properly

#

to -1, 1

#

on the Y

#

and -1, 1 on the X

#

so they each represent the input.getaxis values

bright dirge
#

I'm really sorry, I'm really new to Unity I don't understand what you mean by the slider

#

slider where?

magic vapor
#

should look like this

#

the slider that's called speed for you

bright dirge
#

erm... I don't see that anywhere

magic vapor
#

oh my bad

#

you don't have a blend tree yet

#

i mean when you create a blend tree

#

you'll get those sliders.

bright dirge
#

ah okay

#

so until I make a blend tree, there is no backwards animation

magic vapor
#

yep

#

you could just make a boolean to trigger the animation if you want doe

#

if you want to keep it simple

#

or any other way to trigger it

#

if (Input.GetKey(Keycode.S)
{
animator.SetFloat("speed", 1);
}

#

that can also work

#

then you'd have the animation playing

#

gotta run

clear orbit
#

thanks for the help.

#

I'm not sure if there is a way to just use animation rigging instead of animation states

bright dirge
#

thanks for the help also

clear orbit
#

I wish they had some instructional videos with animation rigging using visual scripting

rose tapir
#

hello! can someone help me?

#

im not so good at unitys animator

#

how do i set the sample rate / fps for an animation

twin musk
#

ok so if my isWalking bool is set to true.. it will change the animation to running.. but the game waits for the entire idle animation to finish even after the bool is set to true.

rapid kiln
twin musk
#

i fixed it on my own nvm

#

but my animation stops after its completed.. like it doesnt loop

#

also my character doesnt actually move how do i make it move

wide smelt
#

im trying for some time now with daz3d models but im not having any real success so far :/

uncut salmon
#

@sinful tendon No offtopic media please.

magic vapor
twin musk
#

thx

drifting heron
#

3D character rigging question:
I want to be able to copy the exact proportions of one character skeleton to another. For example, character A has long arms and short legs, while character B has short arms and long legs. I would like to be able to change the length/position of the bones in character B so that it exactly matches the bones in character A, making its arms long and legs short (yes, I know this would stretch the mesh).
Anyone here know how to do this in Unity, or in 3ds Max or Blender? Are there any animation/avatar breaking side-effects of modifying a rig skeleton in this way, that would need to be solved with additional steps? Any knowledge on how to accomplish this or pointing me in the right direction is greatly appreciated. Thank you!

stable heart
wicked rose
#

i have a question regarding blender scaling animations with unity... why dont they seem to work? i animate them in blender just fine, the preview is fine, but when it comes to the game playing itself, it doesn't play... why is that?

#

and yes it is meant as the default animation in the animator so it should auto-play like all others

stable heart
#

Even weirder. If I pause my game, I can see the animation (paused in the current active frame) ... but it doesn't show in the actual game.

#

This is paused. The blue lightning is forever not visible when the game is active.

wicked rose
#

welp, i figured out that one of my bones just wont animate all of a sudden

wicked rose
#

i have an issue, an animation on a different layer of my blender model animator scales in the opposite direction, any idea why?

wicked rose
#

can someone, ANYONE help me with this?

wicked rose
#

please??

hybrid tinsel
#

@stable heart Is the lightning behind the camera, or closer than the near clip plane of the camera?

stable heart
#

@hybrid tinsel Z is set to 0, if thats what you mean?

#

Nvm @hybrid tinsel - you were right! Z wasn't set to 0. It was -0.xxx .. I changed the code to set Z to 0, and now it works! Thanks a lot 🙂 Now I just need to find an animation that doesn't look horrible 😄

noble spear
#

why are "Message Unity / 0 références" how remove this

charred belfry
hybrid tinsel
heady lichen
#

how do i smooth blend trees

hybrid tinsel
#

By smoothing the input you pass to them

wicked rose
#

alright im back to ask my question again, why does an additive layer make my animation go in an opposite direction? an example being a scaling DOWN animation when put into the additive layer will scale up instead for some reason

wicked rose
#

hmm...

#

hey @uncut salmon do you know about this sort of issue?

ruby tundra
#

hey guys! is anyone here familiar with the Unity timeline that could help me out by bouncing a few ideas for me to DM? 😅

hybrid tinsel
#

@ruby tundra Better to just ask your question in here.

paper wadi
#

Hey can anyone give me a link to a aseprite to unity tutorial? The animation works when I place it directly to the unity scene, but when I apply it to a prefab and the prefab spawns in, the texture on the prefab stays at the first frame.

placid jacinth
#

if u use trigger for animation control

#

the animtion keeps looping

#

any solution?

#

anyone?

#

pls ping me with ur replying so ill get a notification

#

ty

placid jacinth
#

anyone?

#

mods?

gritty frost
#

@placid jacinth Don't spam the channel. People can still see your question.

placid jacinth
#

but no one responded 🥺

uncut salmon
#

So? What is spamming going to do, send individual notifications to everyone to jump on?

Anyway, did you actually turn off looping in the animation?

paper merlin
#

is this walking animation fine or did i mess it up?

neon sandal
#

where would I put the

#

animations corresponding to the game objects

uncut salmon
#

@neon sandalChange your name to something visible please.

neon sandal
#

@uncut salmon

#

sorry mb

crimson bear
#

Hi there, I need help with my animator.
I try to use layer mask and especially custom layer (by importing skeleton and selecting bones) and when I try it, the layer mask seems to be totally ignored ...
Here is a screenshot of my config

uncut salmon
neon sandal
#

i am very new

#

and dont know a thing on animation in unity

uncut salmon
#

https://www.youtube.com/watch?v=JeZkctmoBPw

Watch this 8 minute video for a primer.

Watch this video in context on Unity's learning pages here - http://unity3d.com/learn/tutorials/modules/beginner/animation/animator-controller
Animator Controllers are state machines that determine which animations are currently being played and blends between animations seamlessly. In this video you will learn how to make animator controllers a...

▶ Play video
neon sandal
#

trying to add it to my gun

#

it's from an asset

#

😐

#

they've done all the animations and controllers

#

it's just that idk how to make it work and where i put it on each game object

uncut salmon
#

Without actually using the asset, it's not easy to say. The guess is only adding the AC's to each object named the same, and then calling whatever parameters inside the animator controllers that trigger the animations.

#

Doesn't the asset come with an example scene?

neon sandal
#

yeah ok

#

so im in the demo scene

#

but idk what to do now...

somber vessel
#

hey probably a dumb question but how can i move the keyframes in this track without affecting the curves? every time i try to shift them over manually i cant get it straight over and end up affecting the curves which messes up the whole shot

worthy turret
crystal berry
#

You know how in the animation tab, you add a property?

#

And how you can choose to add the transform property of a child?

#

How am I supposed to actually animate that child?

#

I can't select the child

real crane
#

I want my doors to slide when the player gets close. What's the best way to animate the transform/location of my game objects?

neon sandal
#

my gun keeps doing reload animations

#

how do i stop itttt

hollow hearth
#

Hello! Would anyone know why the character model is falling over during her animation cycle? She is not the player character, she's an npc that is just suppose to idle/turn

old kayak
hollow hearth
#

Would Z stop her animation from being able to turn?

#

or should i just freeze X?

old kayak
hollow hearth
#

I froze X and Z and she still fell over, it took a little bit longer this time, but she still slid to the ground again

#

Ah, using rotation constraints, is that because the model is on Root Motion?

#

and using realistic physics?

#

Thank you btw for the help and responses, i messed around with it a bit and got that to stop her from tipping over

blissful mist
#

hey whats up guys

#

im new here but would love some help with a issue im having importing an animation from blender

#

I have a blender file with a line with a bunch of "flags" on it

#

each flag has one bone on it which just waves the flag back and forth, I copied these alone the line and tweaked each one but when I bring it into unity it takes forever and I cant make it animate in the scene

ornate bridge
#

i try to create animation but each time i want to add a key for save animation that reset to idle state why ?

#

btw dunno why my character take this pose by default

old kayak
blissful mist
#

Ahh

#

how would i go about that @old kayak

#

and thank you so much!

old kayak
#

crappy example but I think you get the idea

blissful mist
#

thank you!

#

but how do i make the flag bones attatch

old kayak
#

you might have to re rig it in blender

#

can't really help you with that part since I'm not familiar with it

blissful mist
#

thanks!

#

thats fine ill fiogure it out from here

limber pine
#

daily reminder to use record for easy animations

candid stream
#

a little head go boom

#

open to criticism and feedback

harsh trench
#

this is actually amazing

narrow swallow
hybrid tinsel
#

@narrow swallow rotate it 180 degrees?

narrow swallow
#

No it's the shakyness

hybrid tinsel
#

Do you have keyframe optimization on?

#

For an animation like this, small jitters propagate down the entire bone chain so you really can't afford to use the key reduction unless you used something like IK to compensate for it

novel skiff
#

The animation code

#

These are all the possible transitions.
It works in terms of sequence and logic. The problem is that it feels kinda laggy and weird. Maybe the times etc?

hybrid tinsel
#

@novel skiff If you have exit times on all your animations, that could certainly add a bit of laggy feeling.

novel skiff
#

kinda the same as before

#

Let me upload a better wuality one

hybrid tinsel
#

Ah. With such a low framerate is it hard to really tell, especially since I can't see the timing of the inputs.

novel skiff
#

quality

#

check thsi out

hybrid tinsel
novel skiff
#

it has nothng to do with ml agents

#

imagine i move them with a character controller

#

the first method is called from character controller adn the other from the update method

#

maybe if i used fixed update

#

hmmm

hybrid tinsel
#

Fixupdate seems unlikely to help, since the animator only updates once a frame

#

Your animation transitions might just be too long

novel skiff
#

you mean fusion of the 2 animations between the transitions

hybrid tinsel
#

?

novel skiff
#

I found the problem

novel skiff
# hybrid tinsel ?

It had nothing to do with the animation or the code. The outer cubes are generated via code with a for loop of thousands 😛 So all those cubes make the process slower

hybrid tinsel
#

That would do it.

#

So the low framerate wasn't due to the capture then?

novel skiff
#

i works now . Nope, ofc it need some modifications still cause its my first time using an animation but you know

#

it*

#

let me show you, so if you like, i'd love to hear some suggestions 🙂

proud stream
#

how do you apply a single bone to a mesh? when i am in object mode, i can only apply the entire skeletton, but if i am in edit mode, i can only select either the skeletton or the mesh

timid pier
#

Hi, anyone know why an animation would stop working after i set the animation type to humanoid and give it an avatar? works fine when generic. No errors showing anywhere. Any hint in a direction is appriciated

timid pier
pine badge
#

Hi so im using animator.SetLookAtPosition and SetLookAtWeight stuff, but my character seems to look at no further than his own feet..

young mulch
#

Hi all - Is Kinematica something that people are using? Should I start using it for my new project, or did it go nowhere and just stick with the default system?

young mulch
twin musk
#

I need help im trying to add a material to a object bit ots lighting and i want it to flash

twin musk
#

Hello, I have a problem, I have a game... I am changing right /left handed during the launch, it is working BUT THE CAMERA IS MOVING TO THE LEFT/RIGHT when I switch the hands... can anyone help (i am using an animator controller override )

mystic flicker
#

What does everyone use for exporting from Blender to Unity?

#

For Blender 2.8+

static swan
#

I have a question

mystic flicker
#

I'm trying to export file@anim.fbx style FBX assets

#

@static swan Don't ask to ask

static swan
#

When using animations in Unity

#

If the animation moves from it's original position

#

When the animation ends, will the rig be reset back to it's original position?

#

For example, I make a rig roll forward and use it in Unity. If I use it as a roll animation, will the rig be sent back to it's starting position after the animation ends?

#

If so, I should keep it in the original location and the forward movement would be programmed, correct?

queen path
#

my character only jumps for a milisecond before transitioning to idle or run

limber pine
#

also make sure there's an exit time or value on the arrows going from player jump to player idle and player run(which is probably the issue here)

limber pine
#

@queen path editted to clarify

queen path
#

do you have any suggestions on how to make it so my falling animation only activates when my character is falling @limber pine

limber pine
#

simplest thing to do is have one animation when the character is ungrounded

#

otherwise you'd have to somehow calculate when y is decreasing > 0

queen path
#

ok

limber pine
#

like

#

lets say your character raises their arms up when they jump

queen path
#

yeah

limber pine
#

just have it go to that animation when they're not touching the floor

queen path
#

a rise and a fall

limber pine
#

umm..

#

your gonna have to calculate the y value

queen path
#

ok

queen path
limber pine
#

however you want to do it

queen path
#

ok

#

thanks

limber pine
#

you can

#

if y velocity > 0.1f (upanimationtrigger) y velocity < -0.1f (downanimationtrigger)

#

something like that

#

or you can just have one float value to calculate it

#

however you want to do it

queen path
#

okay

languid karma
#

Hey, I am currently using the animation rigging plugin, when I add the IK to the legs it twists and deforms them. Does anyone know a fix for this?

tranquil herald
#

Whats the logic for this? im making fps game
i have
-full model human

  • full sniper model
  • i have movement and look script for my character controller.

Problem: when i look , only the SNIPER follow where im looking ,but the hands dont follow according to where I am looking. in short, the hands only steady.

before, i have no model for gun and human, i just realized that now i have a model, i need to arrange the parent, child , gameobjects, but, how do i do it that i want my arms,hand still hold ths sniper

or am i doing it wrong. ? whats the right way?

ps: sorry for my bad english

twin musk
#

How do I make an object follow another one without parenting

hoary stirrup
#

The reason being because he's making it so that his sprite only moves left and right while I'm moving my sprite up and down as well so my script is not exactly the same and I'm stuck on what I'm supposed to do next.

hoary stirrup
#

oh jeez accidently deleted a screenshot

uncut salmon
#

The first screenshot is the tutorial you were following, and the second is your own code?

hoary stirrup
#

Correct.

#

(funny thing, i was actually looking at the dog on your icon thinking about how adorable it is x3)

uncut salmon
#

Your code is nothing like the tutorial, though. So I'm not sure what the question is.

#

The tutorial is the far better approach, you need to add the vertical axis as well, similar to how it does horizontal.

hoary stirrup
#

Alright then, I'll go with that.

hoary stirrup
#

apparently there's a place where he (the guy in the video) can put the rigid body within the script but for me there's only script and speed?

uncut salmon
#

You're not following the tutorial then.

#

You can even clearly see that the tutorial defines public Rigidbody2D rigid;.

You should also move to #beginner-code , this isn't really animation related.

hard brook
#

i followed a youtube tutorial to add ragdoll physics to a model, I was just wondering how most people utilize it? do you use regular animations when the model, an enemy in this case, is alive, and then the ragdoll when you kill it?

tawny ember
#

I made a character with a walk animation in Blender for my 3D city-builder in Unity. But when I export it to Unity, I have lots of gameobjects as you can see here. There will be hundreds of pedestrian in my game so I guess this huge number of gameobject will be bad for performance. How could I fix this ?

magic vapor
#

That's the character rig

tawny ember
#

@magic vapor This means I might have more than 100.000 gameobjects in my game 🤔

magic vapor
#

Well if you remove those, you will have no rig, no rig = no animations.

#

You can always improve the mesh, decreate vertex quantity, etc but it also depends on how many peds you will have in your game.

#

Can also make the rig more simple but it looks like a humanoid rig to me

tawny ember
#

Yes it's a humanoid :

magic vapor
#

Yep, no way to remove the rig if you want animations playing with your crowd system.

#

Perhaps someone more experienced can give you some useful topics to read up about, but imo you should be fine with running hundreds of those around, depending on your rig. For optimization, you could look into animation baking or other techniques I am not aware of atm, maybe others can chip into the discution.

#

You can also make these objects render only at a certain distance. Once you zoom out far enough, can turn them into sprites.

hard brook
#

i have a model with an animator, kinematic rigidbody and collider on the main object, as children its rigged to be a ragdoll with rigidbodies and colliders on the appropriate body parts, im trying to make it where the ragdoll isnt used unless i kill the enemy, the script i have here kinda works sometimes but other times when i shoot the enemy the model jsut vanishes instead of falling over like it does other times, im not quite sure why

    public Collider MainCollider;
    public Collider[] AllColliders;
    public Rigidbody MainBody;

    void Awake()
    {
        MainCollider = GetComponent<Collider>();
        AllColliders = GetComponentsInChildren<Collider>(true);
        MainBody = GetComponent<Rigidbody>();
        DoRagdoll(false);
    }

    public void DoRagdoll(bool isRagdoll)
    {
        foreach (var col in AllColliders)
        {
            col.enabled = isRagdoll;
        }
        MainBody.isKinematic = !isRagdoll;
        MainCollider.enabled = !isRagdoll;
        GetComponent<Rigidbody>().useGravity = !isRagdoll;
        GetComponent<Animator>().enabled = !isRagdoll;
    }
tawny ember
#

Pedestrians are small on screen in a 3D city builder so yeah they should not be visible if we zoom out enough

#

Also it seems like we can optimize animations by using compute shader

magic vapor
#

Yep, lots of way to do it. Just have to find one that works best for you

lavish harbor
#

hi, may i know what is the best way to go back to idle? because the sprite is moving forward and the sprite is off centered

bronze grove
#

the solution is to move the pivot to where the character is

#

see the blue circle in sprite editor?

#

make sure that for every frame of the animation the pivot is centered on the character

#

and move the character through script (that's activated on animation events or something of the sort) that moves him forward instead of the animation moving him forward

#

that way the collider follow him and such

lavish harbor
#

i thought about that but was scared if this was an inconsistent way

bronze grove
#

That's how I solved it and it seems to be the best way I've found

#

just make sure the pivot is aligned correctly for all animations

lavish harbor
#

k

cursive bridge
#

Guys, does someone knows how to import a flag from blender in unity with it's cloth animation?

#

Or how can I animate it on unity?

hybrid tinsel
#

@tawny ember well, you could remove all the unused IK poles and targets. And for the extremely long distances most city builders have you could probably simplify the skeleton a lot.

#

You could also use vertex animation instead of skeletal, which might scale better if you have hundreds/thousands of them

#

@cursive bridge you can use vertex texture animation to bake the blender cloth, or use a unity cloth sim. But for something as simple as a flag, you might be better off using a simple noise shader or bones to animate it.

cursive bridge
#

Okay, thanks!

pine badge
#

Anyone know how to assign this to ALL my imported animation clips?
I currently gotta do this 1 by 1..

lavish cedar
#

I have a problem I could use some help solving involving overlaying 2D animations. So for a bit of context, I'm trying to make a Battle Network fan game, and generally if you summon a "cannon" weapon, that weapon and the player's animation's are separate. See below.

#

As you can see, the cannon part is sprited in such a way that it goes over top the arm of megaman

#

I'm wondering how I can animate this to accomplish a similar effect in Unity, as it's not liking it when I try to put two separate images in one keyframe.

#

I could potentially make a (usually) invisible child object a part of the Megaman object, and then play animations on the child object when certain attacks initiate, but then I run into the problem where I need to make sure every sprite is centered correctly on Megaman's arm, and I'm not sure how to go about doing that.

#

Any tips? Has someone accomplished something similar to this?

chilly gyro
#

this is probably a bit basic, but I can't really figure out how to rig and animate a multi-sprite character.
Most of the resources I've been able to find assumes either a .psb file or a single .png with all the body parts.
what do I do if I have an asset for each bodypart?

old kayak
chilly gyro
#

anyway thanks. I could've easily spent an hour or two of frustration, trying to make it work with separate sprites

old kayak
#

you can use gimp

#

that exports psd files which you can just rename to psb

chilly gyro
#

Oh gimp exports to psb as well?
I couldn't draw to save my own life, but i suppose i could just manually gather the individual body parts from another asset

#

thanks a lot for the tip

fervent vigil
#

I imported a character, dragged it in my scene unpacked it, removed a weapon from the list of items the character contains
adding an animation from another character won't play on it, no idea why

old kayak
fervent vigil
#

hmm it seems that It was fixed somehow, odd however. the character's avatar was Generic, I switched it to humanoid > created a new avatar being humanoid. Added an animation but I copied the original Mixamo's character animation which is where I got my animation from the first place

#

and now it works

#

There's one thing I need to fix tho

#

the character I dragged to my scene I had to unpack it to remove an object from it

#

how can I repack it?

old kayak
#

i don't think you can

fervent vigil
#

reo, if I want to reference this character in my SO, which one of these models should I reference. Noting that "Terrorist" is the character result of Adding "Terror_L1" and removing an object from (basically Terrorist is a prefab now after unpacking Terror_L1)

old kayak
#

I'm going to guess terrorist

fervent vigil
#

alright its just if i delete all of those pink models leaving only Terrorist

#

the character in my scene seems to be non-existant

old kayak
#

well yeah, its a prefab based on the original asset

#

if you delete the original asset its gone

blazing gale
#

Is there a reason Unity renames bones of a character to "[NAME] 1" when there's multiple characters that have the same bone names, and is there any way I can fix it

ebon yacht
#

guys is it ethical to sell free models after rig them and add animations to them

uncut salmon
#

I would check the license of those free assets first.

blazing gale
#

I solved my issue by manually going into the animation window and renaming stuff, although that's tedious it works, I'll see if I can make a tool that automates that for me

woven heart
#

I could really use some help figuring out how to properly hook up my stuff in the animator, ive not used it much so im a bit new to it, and i can never seem to set things up properly. At the moment im getting a dozen warnings telling me the Animator is not playing an AnimatorController, even though ive got a controller added to the object, and none of the animations are working right so think ive set them up wrong too :( this stuffs hard for me rip

#

if i should show anything specifically let me know

chilly gyro
woven heart
#

thanks so much, yeah sure let me get some pics real quick

#

Ive got some pretty messy code ive tried to scramble together in order to set the right parameters too, dont know how helpful thatll be

#

I suspect that the warning about the animator not playing the animation controller might be because the ai is shared among 2 different enemy types, and one doesnt have an animator on it yet, so my main concern is the animations not playing correctly

#

It seems to want to default to facing north and wont change directions, wont play any walking code, and plays the attack animation multiple times in a row

chilly gyro
#

hmm... I must admit the any state approach is quite a bit different than what I've been doing.
I'm guessing this is for frame based animations, and not skeleton based?

#

why it would default to facing north is a bit weird though. Does it ignore your transition conditions?

woven heart
#

yeah this is frame based. Im kind of using a package as a base, and it used anystate for the animations it had set up so ive been trying to be consistent with that. And it seems like it, its constantly trying to default to the north facing animation

#

each direction has an int associated with it, south = 0, north = 1, east = 2, and west = 3

old kayak
# woven heart It seems to want to default to facing north and wont change directions, wont pla...

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woven heart
#

cool, thank you, i dont know how much time ill have though since this is due today 😬

#

but i will definitely use this to learn how to use the animator better xD

#

if all else fails ill just make the sprites squish and grow and do weird things to replace my animations rip

#

I did some non-animation testing and i think its something in my code messing with the states

#

just cant quite figure out where thats happening

chilly gyro
#

what is the Exit state actually? is it just a transition back to the entry state?
and if so, why wouldn't it just allow you to make a transition to Entry? does it have any practical advantage?

chilly gyro
woven heart
#

yeah ive had it pulled out to see what the enemys transitioning to, and its always transitioning to north. i tried commenting out all my animator stuff in my script and instead had it set the sprite image thru the renderer depending on the direction, and it constantly sets the sprite image to north, so i think that it might be an issue inside of my ai code

#

i think ill probably just give up on it for now, my teachers wont be upset about it lol, but i appreciate the help!

woven heart
#

HAHA NEVERMIND figured it out

#

a few of my parameters were just slightly incorrect, and i was also using the wrong helper method in my code rip

rotund shell
#

I guess I can ask this here, but I can't get custom hand gestures to work on my model? I have no idea what to do or what to ask bc I've never imported custom hand gestures before. (I want the hand gesture to make the tongue stick out)

gritty frost
#

@waxen belfry Don't crosspost.

waxen belfry
#

sry i kinda realized i posted it in the wrong channel lol

chilly gyro
#

If I'm making a skeleton based 2D character who will have an animation where they shoot an arrow, how do exactly would I include the arrow?
Do i rig the character first without the arrow and include it afterwards?
I mean, it's pretty much only going to be visible for 1 or two animations. I'm not sure if it makes sense to have it as a part of the rig or not

#

i just realised that it has a few other parts that wont always be the same...
it has a "fingers" part that will only be visible when drawing the bow, and two different sprites for the actual bow

#

guess I'll play around with it for a bit and see what works..

twin musk
#

Could someone walk me through how I would go about doing first-person animations? I have the hands and my weapons, but do I animate them separately? Together? How do I export the files, do the hands and the weapon get exported as a single fbx? I've done animation before but I've never had the same pair of hands using multiple weapons, so I'm a bit confused. Thanks in advance. I can get in VC or DM if required.

#

using blender ^

vagrant cedar
#

what does this mean

#

i have no ide

#

a

crystal berry
#

How can you let a player move freely while the animator is still on?

gritty frost
#

Make sure animations are not applying root motion

signal cave
#

I need some feedback on this animation. It doesn't look right to me. Does the head placement look off? Or is it something else that I can't seem to pick up on?

twin musk
#

can you add an event to an animation while it's in the fbx file? or must I duplicate it?

austere furnace
#

Also the chin looks like it's droopi ng down but I think that's just the neck?

twin musk
#

hey i got my model from mixamo.. i downloaded it with the skin but i cant get the skin with it.. the color is white

whole flax
#

any idea where I can download a 3D model that looks like a car test dummy?

willow cloud
#

Anyone using UMA?

signal cave
fervent vigil
#
  public bool isWalking = false;


    void Start()
    {
                robberAnim = gameObject.GetComponent<Animator>();
                 robberAnim.SetBool("walking", false);

    }

   void Update()
    {

        if (!isWalking)
        {
        
        robberAnim.SetBool("walking", true);
        }

why is the animation ALWAYS on crouch walking???

uncut salmon
#

Because you never set it back to false?

#

You set it to true in Update, which will happen the first frame due to the (!isWalking) condition being true.

fervent vigil
#

ooooh right mb

dim knoll
#

Is this a bug or changing a state's motion during OnStateEnter() should completely screw the OnStateEnter()/OnStateExit() events hmmm
As in OnStateExit() won't fire at all and OnStateEnter() fires twice
Trying to change state B's motion when the transition starts from state A to state B

lethal zealot
#

Yeah I have animation events that are not consistently triggered, it's very frustrating

#

For me, they work ok on the editor but not reliable on Android

twin musk
#

I have a problem with camera.... it is inside of my character, which is solidified .. problem is I can't put the camera where I want without seeing my character from the inside... any help?

neon jasper
#

Can somebody help me with Animation Rigging?

hybrid tinsel
#

@twin musk Solidified?

fervent vigil
#

so I was trying to add animations based on the direction my character is going at, I tried to check if the character's velocity higher than 0 then I'd set walking animation and it was working fine. Now I added a blend tree which changes animations based on horizontal and vertical values, but it's doing this

#
        Vector3 posNorm = transform.position.normalized;
 robberAnim.SetFloat("horizontal", posNorm.x);
        robberAnim.SetFloat("vertical", posNorm.y);
shrewd oracle
#

Hi i got a generic animation to use at a humanoid character that i got from Asset Store so i changer humanoid character to generic. But than i also downloaded an mixamo character. And made generic animation to it too. But when i tried to put second animations to first one, they didnt worked. How can i fix this?

shrewd oracle
#

Left one is the one i downloaded from asset store.

crystal berry
#

How can I let my character move freely up until I need him to do a specific animation?

crystal berry
#

THE PAIN IS OVER

neon jasper
#

does someone know how to change the hierarchy of a mesh prefab? When I add the object in a scene, there's no arrow on the right, so I can't change the root. I need to remove the "Armature" object, as there's a type mismatch in the animations and the object.

twin musk
hybrid tinsel
#

Ah, ok, I dunno what that is.

#

Can you just make the camera not render the character layer?

dim knoll
# lethal zealot Yeah I have animation events that are not consistently triggered, it's very frus...

I realized that the reason for it was that apparently when you change any state's motion in Animator, your current state will immediately be switched to that state no matter if you have any outgoing connections to it or not, so I went with the AnimatorOverrideController and now I have no issues at all hmmm events are firing 100% of the time and I get smooth blendings when changing motions that way w/o any sudden transitions

sick hollow
#

Should I just leave each sprite at full size and create multiple sprite sheets for each animation?

uncut salmon
sick hollow
#

Thing about that is that I made my original sprite size pretty big to make sure it would always render in frame

#

So I'd have to make multiple sprite sheets for some anims

#

I was just wondering if there was a way to reduce the clutter is all

uncut salmon
sick hollow
#

Yeah that's what I used to make the sprite sheet

#

Idk if there's an option to make some kind of anchor or something

uncut salmon
#

You define the anchor in the software.

#

So you create your sprites in grid format, so you can easily set the bottom of them as the anchor, then pack it.

sick hollow
#

huh

#

I'll check it out rn

sick hollow
#

Alrighty I got it working thanks so much dude

#

Gonna buy the license for the texture packer software, thankfully it won't murder my wallet

warped veldt
#

SO.. i was following a turtrial for blend tree, to set up the animator for a 2D game, and my move right animation stoped working, it wont transistion. all it is is a simple animation clip created in the unity animation tab. when i looked at the animation file, the reason it isnt working is obvious, somehow the clip got deleted, leaving an empty file, but now i cant add sprite images to the animation tab..

#

Tutorial*

#

I figured id Just Create a whole new Mve right animation file, but i have the same issue.

#

nevermind.. figured it out. had to have 'player' object selected in the hiarchy.

#

i would say i feel like an idiot, but honestly i dont feel like that should be intuitive.

humble ibex
#

So I'm not familiar with Unity animation super much, so I'm asking so I can find out how I should approach sprite animation with differing sets of animation. Like, I intend to have a running loop of two or three different sprites—steps 1, 2, and 3, but I have different "armor" that changes the look of the character's legs. So how should I approach that? Is there like a sprite sheet system or something like that?

#

Should I make an in-game object for each different type of armor and just enable/disable them based on what's equipped? Or is there a more efficient way to handle that?

static prism
#

i have keyframe in my timeline of fbx file imported from blender , but why i can't unity calling it is no animation data avaialble

#

please ping

twin musk
#

seriously people this has been very exhausting.... I can't make my camera not clip through an object

sacred rune
#

Does anyone know if there's any way to setup easing on the transitions between states in the animator?

I've been testing simple UI animation where each state has a single frame with keyframes dictating the settings the UI should have for that state, it works nicely transitioning between states but when it comes to easing there doesn't seem to be a way to set that up in the transitions?

twin musk
#

How can I make kind of a main state that all other animations derive from?

flat tangle
hard brook
#

nvm it was an exit time issue, works fine now

lofty remnant
#

are you obliged to use the avatar system if you want animation masking to work in Unity?

#

my humanoid rig is pretty complex and the humanoid avatar system is too limited for it

meager drum
#

The humanoid rig joints are a "lowest common denominator", the main advantage to using it is retargeting animations and generic scripts that want to find those common joints. But it doesn't limit you to only using that set of joints too, you can have more. You just need to define the mask on each animation you import and add the extra joints you want. Doing so limits your ability to retarget that animation to other humanoids (I believe the joint names have to be identical) but that's about it.

hollow hearth
#

There's a few problems with the player controller, buuut for her movements animation not actually playing the "run" animation, does anyone know how to fix that? I have an Animator Controller with blendtrees setup for "Idle" and "Run" but neither of them work

#

That's the blendtree she has currently

austere plover
#

why is Animation Rigging sending my rigged humanoid into space

hybrid tinsel
#

Seriously though, if you only have two animations you probably should be using a 1d blend, and instead of inputting the axes input the magnitude of the input vector

#

Since with that setup there's no meaningful difference between directions

hollow hearth
#

So far its only two to get movement setup, but there will be attack animations added after i get movement down

hybrid tinsel
#

But you aren't handling orientation in the animator, so you aren't getting anything but bugs from your current 2d setup

hollow hearth
#

I did go ahead and try the 1D blend anyway just cause, but it didn't change anything

hybrid tinsel
#

You need to change your script, too

hollow hearth
#

mmmm

hybrid tinsel
#

You want the movement speed along whatever direction it is pointing

#

That is, the magnitude of the total input vector.

#

Or alternatively, you could use the actual velocity of the character, as long as you only do it when the character is grounded.

hollow hearth
#

Ahh

#

uh well, is there some kind of tutorial to jump into it cause thats how got here

#

i got this far with animation by watching a tutorial

#

I was trying to setup a third person controller manually without using a premade asset and i got it down except for the animation not changing

#

I thought my error was with the setup of BlendTrees within the Animator, but the most in depth video i could really find were a couple Unity uploads from 2014 and 2015

hybrid tinsel
#

Well, the blendtree is wrong for your type of movement.

#

So that is correct.

#

And I dunno any tutorial for it, but there probably is one.

plucky dust
#

Hello people i m having a hard time to understand how to retargeting an animation from one character to another, can someone help me?

languid lark
#

Hi i need help with my animation i made them all but i dont know how to make them work like when he runs i dont know how to tell it to play the run animation

languid lark
#

Yea i have it dosent play the idle or the run

clear orbit
#

in the inspector there are conditions for every line

#

so thats where u add condions for it to change state

languid lark
#

Yea it still dosent play idle its ment to be on unless i move

clear orbit
#

yeah.

#

should go stright into idle

#

is it on the player

languid lark
#

yea i think i have made the animations on the player

#

how will i know if its not?

clear orbit
#

check on the player, in the amimator component

#

in Controller field

languid lark
#

the animator?

clear orbit
#

yeah

languid lark
#

yea i dont know what i doing

clear orbit
#

yeah, its complicated

languid lark
#

ok where am i ment to be looking

clear orbit
#

make sure that has the right animator asset in it

languid lark
#

ok hes idleing now but still not runing

clear orbit
#

he wont run till you set the "conditions"

#

you click on the lines....then for each line you set the conditions

languid lark
#

its saying its empty

clear orbit
#

yeah...you have to set the parameters up in the animator window

#

press parameters.... + button

languid lark
#

ok

clear orbit
#

choose float

languid lark
#

done

clear orbit
#

ok.....now what do you want to happen...

#

speed is above....5 ? then he will go to other state

#

so name the float speed

languid lark
#

like this?

clear orbit
#

set to 5 ( change later)

languid lark
clear orbit
#

yes

languid lark
#

hes still not running

clear orbit
#

no.....

#

because the script....

#

the animator must read from the script. to check what the speed is

languid lark
#

k how do i do that

clear orbit
#

or no... the script must set that speed

#

in your move script you must set the Speed variable

languid lark
#

Too what?

clear orbit
#

Well....which is your script?

#

which script are you using?

languid lark
#

do you want me to send a photo?

clear orbit
#

screenshot?

languid lark
#

yea

clear orbit
#

yea

tranquil herald
#

hi

#

why when I play my animation, the model gets bigger

languid lark
#

i made it from a tororeal

clear orbit
# languid lark i made it from a tororeal

Ok. Listen to me very carefully now. I have never been beyond this point with the animator, and am learning it also. So I cannot give the answer myself, as I am not fluent in code. But this the next step. I have pulled up the Animator scripting api, but do not have an answer yet. But I think this is easy for a coder to just give the nececarry code

#

But i helped a bit right?

languid lark
#

Yea a ton actually

clear orbit
#

good

languid lark
#

ty

clear orbit
#

np

#

I think it's animator.Set string?

#

but will take some googling

twin musk
#

why my time is

#

0:11 and 1:00

languid lark
tulip niche
#

Why is my animation like this? I uploaded it from Mixamo

fickle basin
#

Probably the rig

tulip niche
#

Need me to send a picture?

#

Of the rig?

fickle basin
#

private

tulip niche
#

It’s only doing it a bit now

#

But I can’t get it to stop

#

Any help?

idle frost
#

Hey guys, I was wondering if someone could help me? I am trying to create a randomised avatar system with one body and multiple heads, ears, noses etc. which I randomise by setting random head/ears/noses active in the code. However, at run-time the randomised parts are no longer attached to the avatar rig so they don't move with the body during animation, would anyone happen to know how I can fix this?

green gulch
#

Hey guys, does anyone know how to help with this error message? I'm exporting my character from Blender to Unity and trying to set up an avatar for it.

#

I want to make use of the avatar masking, but can't with these error messages

#

the bones that are mentioned in the errors aren't actually in use when i click on configure

hard brook
#

How do you get a model to turn around faster? I have an enemy patrolling around that has a walk animation when moving and idle when not, if his next move point is behind him the walk animation plays but he's kinda walking backward while taking a second to face the right direction

hybrid tinsel
#

@plucky dust what kind of trouble are you having with it? The most frequent cause of retargeting problems seems to be incorrectly set up/assigned avatars but if you go into more detail we can try to narrow it down

#

@hard brook depends on how you are turning him. You could give him a specific turning animation state if you need to, or have him stop moving while turning if the turn is too large to smoothly do both.

#

Or just change whatever turn speed value your script uses

mystic flicker
#

Has anyone had any problems with Unity crashing when importing an FBX file?

#

I submitted a bug report

#

It happens 100%

gilded torrent
#

Hi, sorry for dumb question, I've been trying to solve this for hours. When I attach animator controller to robot kyle, it always like this after I press the play button. Is there anyone know how to solve this? Thank you 🙏

solid hawk
#

Hi guys, I have trouble deciding how to use the Animation State Machine. Do you handle state transition in the animator or just by code?

#

which way do you prefer?

hybrid tinsel
#

The second. @solid hawk

#

If you have the first you might as well not use transitions at all and just trigger states from code directly.

solid hawk
#

What if the state become complex, the second graph will soon become very difficult to maintain

twin musk
#

I have a possibly stupid question about animations and editing them, because the whole isn’t making sense to me. If I simply create an animation in my asset folder, I can’t edit it at all or seemingly do anything with it other than add events. That’s fine, so I have to select an gameobject in the scene and then go to the animation window and create a new clip, right? I can then add keys properties and keys and make the animation, and the animation does show up in my asset folder. But now when I close that and open up the animation from the asset folder, it’s completely empty. The properties are there (and I can no longer add any more properties) but I have to remake all the key frames

#

I don’t really understand what all this means, do I have to click the object, create an animation, immediately close it, and then open it again from the asset folder?

quartz schooner
#

Ive checked the boxes to make it move around but it still gets stuck in the centre of mass

hollow hearth
#

Hello, i have a character using a BlendTree to control her Idle and Run, but i need her to attack too. I already have the attack animations within the project and they function I just dont know how to add them to her movement or if i need to make a seperate blend tree?

tidal trout
#

Hi, not sure if this is the correct channel but I'm having a major issue with my character jittering. I've seen various other posts on jitter but none of those solutions seem to work for me, or they are beyond my understanding. This started when switching to Unity 2020.3.3f. There is no rigid body anywhere in the scene. This happens to characters parented & not parented to an object. It's using a mixamo animation. I'm not well versed in code, I just use Cinemachine to make short video clips. This seems like more than a cinemachine issue. Some of what I've read about the camera not updating on the same frame seems to make sense, but I haven't been able to figure out how to fix it.

hybrid tinsel
hybrid tinsel
tidal trout
hybrid tinsel
#

In your import settings are you applying keyframe reduction?

swift tide
#

dammit i've been trying to find more info but how the hell do I actually import an animation clip from Blender into Unity

#

I've made an animation and model with rig, and I can export it into Unity

#

But when it comes to just importing a singular animation clip which I can use within the Animation Controller, I've no clue, and I cant find any guides which help with this

#

Does anyone know how you're actually meant to do this

wind smelt
gilded torrent
wind smelt
#

Check the avatar rig and see if there are any errors. force t-pose, etc

wind smelt
# swift tide Does anyone know how you're actually meant to do this

In this Blender tutorial I show how to import a rigged fbx 3d model into Blender, add a new animation to it, and then export it for Unity.

The model is from the free Unity asset Toon solidiers, that I use in my tutorial Make a game with Unity.

I add a die animation to the solidier that I use in Unity mecanim.
See my social profiles here
G+: ht...

▶ Play video
lofty remnant
graceful cosmos
#

I'm coming from UE4 and I want to at least die having learned to code so I'm learning Unity for mods of games I play and game development. Recently, I wanted to see if I could use Unity for Machinima like I have in UE4 https://imgur.com/MH8s7em and I've noticed the "contact shadows" is an exclusive HDRP pipeline thing. For all the mods they either use the Standard shader (not even URP and Unity 2019.2 or 2019.4). For game dev, I'm free to use what I want...

I just need a quick, "yes you can do similar or better in Unity" such that I can learn cinemachine, the animation system, and the timeline in Unity, with the confidence I'm not limited to floating feet "on the ground." The animation that took only 3 mins in UE4, but a little over 12 hrs in E-Cycles (Blender) has sound, but you can only hear it in browser, it was mostly an animation sync to music test.

old kayak
graceful cosmos
# old kayak yes you can do that similar in unity, probably not in 3 minutes though here's a...

Ok, that's "good enough" even if the gif doesn't do it justice. Are you "fudging" the contact with the ground by making the floor reflective? Are gifs really smaller than WebM? idk, WebM is kinda amazingly small if you do constrained settings...

I kept all the lights dynamic for the 3 min render in UE4. How long did it take to render and how long was the animation? How long was the light bake first, and did you try to min the settings in the bake and see if it really mattered?

I only care it's not freakin hours like in DCC render engines from Redshift, ..., Arnold, such that I can iterate at a reasonable productive pace.

old kayak
#

she probably has a pretty beefy rig though

graceful cosmos
#

oh, cool. thanks for the info, but the search continues. I'm trying to transform my random walk search, into more of a directed path...

old kayak
#

"Adam" is an award-winning real-time-rendered short film, written and directed by Veselin Efremov, and created by the Unity Demo team. It runs at 1440p on a GeForce GTX980.
Learn more about the creation of "Adam", download the assets and the real-time version, and find complete credits list: http://unity3d.com/adam

Watch the next episodes, writ...

▶ Play video
cold knoll
#

Hello guys, could someone suggest me some good tutorial on how to animate pixel characters. 😄

graceful cosmos
graceful cosmos
# old kayak you should take a look at this too https://www.youtube.com/watch?v=GXI0l3yqBrA&l...

I saw this a while ago, couldn't program, so went to UE4. Now Idk y I'm so hung up on contact shadows, but if you notice the framing of their piece, they try to minimize showing the objects in the scene such that you can look at their contact with the ground. Idk if I'm like some sensei "power starts from how you relate to the ground" but maybe I am (!) I think the render engine looks better nowadays as well, but I can't put my finger on it. (I'm tired too.) Either way, thanks for the links.

#

Even that quality is acceptable as a goal, IF it doesn't take forever to implement...

old kayak
# graceful cosmos I saw this a while ago, couldn't program, so went to UE4. Now Idk y I'm so hung...

Have you seen the heretic then? https://youtu.be/iQZobAhgayA

The Heretic is a short film created by Unity’s Demo Team, written and directed by Veselin Efremov.

The film uses every aspect of Unity’s High Definition Rendering Pipeline, features advanced effects created with the VFX Graph, and showcases Demo Team's first realistic digital human.

Read more at https://on.unity.com/36jOXHY

Check out more of ...

▶ Play video
graceful cosmos
# old kayak Have you seen the heretic then? https://youtu.be/iQZobAhgayA

I like this one better. The character has weight, and that "thinness" I felt from Adam was not present in this one. The issue is gonna be, are those puddles blend textures that have to be programmed with HLSL or whatever the heck that shader language is, or can I do it in the Shader Graph, like I could in UE4. If that workproduct is all some custom scriptable pipeline with custom materials, that would make doing the same a serious barrier to entry and not something UE4 has.

I would like to see a day, when we have no need for holly wood, but 1,000s of films in any type we could wish for, we can watch, produced by 1,000s of ppl and groups. Just pure democratized entertainment, or artistic expression as the creator sees fit. I think game engines hold that key. If ppl don't do it enough first, let a few ppl do it, and let the dam break and we all benefit.

graceful cosmos
#

A corollary to all this is from a cinematography standpoint, what can real creative's produce once all the physical barriers from choice of lens in a small room to location shoots to situations impossible to set up safely is all now wiped away and ANYTHING you dream you can "film." No more $150k RED cameras. No lighting systems, no grips, nada.

They laud Favreau for The Mandalorian, but his use of the technology is pedestrian, trying to imitate life or represent tropes. What could creative's outside the holly wood straight jacket produce now without limitation at all!

Dare to dream a little dream? You can "film" that now. Why aren't we seeing this now, the tech is there? Perspective of mind based on nothing but what we've been taught and believe to be true.

Hmmm, I get wordy when I'm tired. Gn and thanks for all the fish.

solid hawk
# hybrid tinsel You're suggesting that that WON'T happen with the other one?

No it will, the key problem is that if using the second approach then I have 2 FSM to maintain - the animator fsm and the gameplay logic fsm. I found it very hard to do a one-to-one correspondence between the same state in both fsm. While the animator window becoming complex it is also adding more and more coupling with the gameplay fsm(transition logic is in the animator fsm)

#

so I wonder how people deal with this problem in a relatively complex game

hard brook
#

when can you/cant you share controller/animations for different models? i dont think i really understand how that works. if i have a model with a controller using animations i setup from uploading the model to mixamo, can i reuse that stuff without having to redo it for other models?

hybrid tinsel
#

@hard brookYou can share them whenever the two models either a) are a mecanim humanoid or b) have identical hierarchies for all animated elements.

hybrid tinsel
#

If you want to explicitly control the animator state from your game logic state machine, then just do that using play() and crossfade()

#

The way that picture showed would have all the maintaining issues AND it is also crypic and prone to errors from crosstalk on firing multiple any state transitions every frame.

#

You lose the debugging benefits of using the animator state machine AND the traceability of calling explicitly from the script.

#

It's like taking your car to work by putting it in neutral and pushing it.

solid hawk
# hybrid tinsel The way that picture showed would have all the maintaining issues AND it is also...

The gameplay code will make sure no multiple transitions are fired in a single frame, if it does then it is a bug in gameplay logic and has nothing to do with the animator(no coupling). By using Anystate transitions my original idea was I can still use the animator's flexibility to do smooth transitions, and I can still make the target state a sub-state machine or has a blend tree inside, in a word I was not planning to throw the animator controller away

tacit pendant
flat tangle
#

@tacit pendant nope :/

tacit pendant
hard brook
#

Can I just create a child object near the models hand to have it hold a gun or something? Or is that not going to look right during a shooting animation? How do people generally go about doing it?

fervent vigil
#

ok so I have a navmesh Agent and its target, why is it when I apply root motion to the character he walks on top of objects and keeps floating whilst walking???!

verbal estuary
glacial verge
#

Hi, is there any way i can animate the vertex in a sprie shape?

hard brook
#

is there some way i can take an animation and kind of reverse it to create a better loop? i have this channeling animation i like the but the loop doesnt look right. if it was like A->B->B->A it would look better. not sure if im describing this right

#

like i want to copy paste the animation to extend it, but make the end the beginning for that second part

hard brook
#

i ended up putting the animation in the animator window twice and setting the speed of one of them to -1, its working as i want, was there a better way to go about that?

rapid shale
#

I have a very specific and weird question, but does anyone know how to export an animation from unity as an fbx that can be opened and used in blender?

rapid shale
#

the armature on default fbx is not correct

#

(at least in blender)

limber pine
flat tangle
celest crag
#

@civic anvil Don't cross-post, please. Pick one relevant channel and ask a question there.

limber pine
#

you can code animations in the animator itself

hard brook
#

is there a way i can simply stop an animation that's playing? i have an idle animation with a transition to casting a spell if the casting bool is true, theres a transition back to idle with no conditions, and then since its still true is casts another spell. it works okay, except when it no longer has a target it patrols around, and the cast animation is still playing one more time while it moves, so i want to stop that somehow

#

or could i change exit time in code?

limber pine
#

yes

#

@hard brook that's actually really simple just click on the animation file and have it play once

hard brook
#

the animation isnt set to looping

#

i ended up finding something that worked for me, jsut made two transition from the same state and set different conditions

limber seal
#

i can't see my character sprite during animation

limber pine
#

make sure the z axis is at 0

#

@limber seal

#

and then your sprites are on the right layer

topaz cairn
#

I want my camera animation to gradually start playing as i start walking, but the speed of it becomes really fast at the beginning and end, resulting in a rather rough transition. How do i prevent this?

oblique pawn
#

hi

#

is using Kinematica Asset bad for mobile games?

tawny tangle
#

is it just me or this coin rotation animation loop looks weird?

uncut salmon
#

Go into the curves and make sure they're linear.

twin musk
#

can someone explain why this is coming?

river galleon
#

I have a bunch of read-only animations that I have used to establish a bunch of transitions.

The way to disable that from my understanding is to duplicate the animation.

However: Now i have a ton of transitions to migrate and it is a nightmare.

Is there a way to redirect transitions in the animation tab?

hard brook
#

how do i reuse an animator and its animations for different models? i had setup one character and tried to use another but get this. does the name of the bones and layout of each object need to be 100% the same or something?

uncut salmon
#

Yes

#

The path to the target property has to be the same. Click one of those and press F2 to see the full path.

tulip niche
#

Is there any reason why an animation would only be playing the first part?

noble tree
#

hi, i have a question in regards to model animation. How do people manually place origins in the different components of a model when in blender so that when you export it to unity each object has its own origin for the tool handle?

charred belfry
jovial hornet
#

question about the two bone constraint in the animation rigging package: do the three bones (shoulder, elbow, hand) have to be child of one another?

hard brook
mystic flicker
#

Is there a preset library of easing functions for AnimationCurves?

limber pine
#

@uncut salmon i've been deleting and reanimating for years without knowing i could do that

mild imp
#

children components are keeping their position/rotation of the animation frame when i switch frfom it, then back onto it halfway through an animation

#

and i don't know how to solve this

tidal trout
# hybrid tinsel In your import settings are you applying keyframe reduction?

Sorry for the late reply. It happens with keyframe reduction & without. I thought I made progress last week narrowing it down to the mixamo clip itself, but that is not the case. It jitter with any animation on it period. I just keyed his spine to move back and forth, still jitter. I'm losing my mind at this point.

tawny tangle
#

how can i make my animation repeat itself when i get inside trigger?

hard brook
old kayak
tawny tangle
old kayak
old kayak
hard brook
#

how come the same animation looks different on mixamo as opposed to my project? hes a little leaned forward and the back foot isnt touching the ground. does it have anything to do with me importing this animation on a different humanoid model, and this robot model using the same animation/controller?

tawny tangle
#

ok wait

old kayak
tawny tangle
old kayak
#

well it just needs to be straight

#

it's probably easing out right now

tawny tangle
old kayak
#

not straight like that lol

#

straight diagonally

#

the y axis of the curve is the rotation amount

#

you want it like this

swift tide
#

How do I make the frames of an animation 'snappy', aka no interpolation, just jumps to the next keyframe

#

If I import an animation from Blender with constant keyframes Unity still insists on adding smoothing and interpolation (and even overshoot?) , and when I fiddle with setting it to constant in Unity it becomes 'broken' and just freaks out

random swift
#

Anyone experienced flickering when animating alpha via script?

tidal trout
#

It this normal to have the character jitter based on location in world space? This animation is smooth at 0, but if I move the character & camera far away it starts to wobble, worse as it gets further. I'm using cinemachine for the animation.

uncut salmon
#

Yes, this is called floating point error. The further away from the world origin, the less accurate float values becomes and things start becoming weird.

fair trout
#

what is the paramaters tab for on the animator window?

austere furnace
#

Hey guys, I'm a bit confused with how to get new animations into Unity for an existing model I made. I noticed some animations are in the asset I imported but I'd like to add more animations as I go. How can I do that?
making the animations in Blender

undone rampart
#

Out of curiosity, anybody manage to do distance matching and animation warping in Unity, or is it already possible but in unity it just have different naming?

tawny tangle
#

shouldn't this property add a keyframe when i change my emission color?

tidal trout
shrewd oracle
#

I am using some Humanoids from Mixamo. And i want to use the models with first person view. So when camera looks down, 3 of the spine's rotation x should be changing. Now i deleted the animation frams where spine is used. But still i cant move them with code. Now character is Generic. And i used to move other Humanoids i downloaded from Asset Store. But when i get my models and animation from Mixamo, i cant rotate spines while animator is on. How can i fix that?

opal sky
#

Hi. Does anyone know of a guide how to do foot IK using unity's animation rigger?

tulip niche
#

I want my animation to play like this ^^

#

This is the animator with the jump. Any idea what could be causing this?

unique mountain
#

basically whenever I touch the "drone" to call it like that, It should be showing the bones, but they appear for like 0.1 seconds and then they dissapear

#

and I never had this situation

shy cradle
#

How can I smoothly blend between 2 animated ABC caches ?
I have 2 spheres deforming and I would like to run the first animation in loop, then transition to the second cache.
I have attached an ANIMATOR to the first cache and added the second cache as animation, but the playback is incorrect. How can I blend between 2 caches. Even if is not ABC is ok, but I have no idea what else to try

shy cradle
#

The alembic is imported with 2 animation nodes "Frames" and "Time" but I think these don't contain the information for the points animation. Seems like these animations only contain the time animation form 0 to whatever is the lenght of the cache, so perhaps this is why is not working as I intend. It would be nice to know how else one could blend between 2 animated alembic caches, or any 2 animated caches even if is a different file format

open wadi
#

How would I make two characters animate at the same time? For example, if I had a kick animation, how would I get another one of my characters to have a reaction to that kick? Would I need to animate the two seperately and then just play the animations seperately or is there another way? Sorry if this a stupid question, I'm new to unity.

jagged ruin
#

@open wadi not a stupid question, yes that's how you'd do it.. .export them as seperate characters / animations and then hook them up in the scene....
..or you could export them together i guess.. and play it out using director as one 'object' in unity...
assuming it was for a cinematic and you didnt need to go straight into gameplay

open wadi
#

alright, thank you!

jagged ruin
#

no worries -- there's nothing inside unity forcing you to keep them seperate, unless you want to immediately blend from your 'paired animation' straight into gameplay, which is more... Your own requirement than unity's

#

@twin musk did you work out how to rotate your object yet lol

#

oh its alive

#

i tried to add you, because this seems to be probably quite basic compared to actual animation enquiries... but at the same time it really depends on what you're trying to do

#

It's different if you're trying to rotate a cars wheel, that is driven by the engines RPM, than if you're just rotating clock hands on a clock face...

#

brilliant, glad you worked it out 🙂

#

kinda like how you only need door 'open / closed' states and you dont need to animate a door opening / closing animation 😄

#

i guess

#

now when you start bleeding from the eyes because you decided to learn more about quaternions.. dont message me. 😄
but np and gl 😉

#

mecanims kinda fine with using single-frame animations as 'state holders' for how you want your object to be 'targeted' to appear

#

as long as you click 'loop' when you bring the animation into mecanim -- i've never really had issues with it...
Infact it's been a while since ive had any issues with getting shit from blender to mecanim tbh.

You're welcome to add me, if you hit any other roadblocks btw.

#

You know what fuck it, i'm gonna ask an esoteric question...
If you have any knowledge of this please weigh in, it would save me hours of testing!

...say i have a character with a bunch of (~25) deforming bones for a 'cape'.

If the character's not wearing the cape.. The bones are still there, but they're not actually deforming anything on the character mesh... But they're still probably in the animation data?
they're still 'there' hanging off the rig.. how much performance are they costing? (is it negligable if they've not been keyed?)

Is it more beneficial to seperate the cape mesh, and create an entirely seperate armature.. and move/sync that alongside the character....
and then hide it all.... and deal with the extra workflow of exporting / syncing animations...

twin musk
#

Whats the best/easiest way to make first person melee combat animations inside Unity?

hybrid tinsel
#

@jagged ruinThe easy way to find out would be to use the profiler and see what difference each option makes.

jagged ruin
#

yea i know i can do it myself i just figured someone might have experience doing it with lots of pieces of clothing / hairstyles and might have insight to drawbacks / the most beneficial approach was... i figured, this would be the place to ask

gilded bough
#

Hey

#

I got idle and other animations

#

but I don't know how to link them to my player animations

#

can somebody help me?

warped veldt
#

um

warped veldt
# gilded bough Hey

you can so that by creating an animation controller, then setting up a blend tree

warped veldt
# gilded bough Hey

if its 2d, this video talks about how to do it https://m.youtube.com/watch?v=Oao-A7bkve0

Welcome to a brand new series all about giving you the basics to make your very own RPG game!

Get the scripts used in this series by supporting on Patreon at:
http://www.patreon.com/gamesplusjames

Get the character sprites here: https://www.dropbox.com/sh/ytmsiisxn2l0134/AACHH1lH4TIIGhy19RAsd6vPa?dl=0

Get the ground sprites, created by Kenney...

▶ Play video