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.
#🏃┃animation
1 messages · Page 76 of 1
Nobody is going to make you an animation. Best just learn how to make animations.
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.
where to learn then
Blender is a free, solid program for modeling and animation.
Check out some tutorials.
Plz guys I have been stuck on this for a week now plz someone help me
@covert turtle We don't have job posting here. There is a job posting section on the forum.
sorry im noob
Hey, anyone here decent at animations? Can you help me?
The humanoids don't need to have a very specific skeleton at least. The whole point of making an avatar definition for them is so that they don't have to have a specific skeleton. It's just that retargeting only works for the joints mapped to the humanoid set. Other joints will be ignored unless they share an identical name.
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?
Isn't that defined in your import settings?
I don't see anything about root bones and armature
The Rig tab
I don't have a computer handy to look myself, but I'm pretty sure that's part of the avatar definition
As i know, in rig tab in avatar definition i can only to assign bones
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
hey there, when i put my model into unity it wont show the mirrored side from blender
Does someone know a fix for this
did you apply the mirror?
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
is there a specific way to do so?
why is my animation not showing, i don't know what else to try
Is there an easy way to have an animation only play once (rather than loop)? Or play once and stop at the end?
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
Bone names not matching?
@crisp jungle in the inspector for the anim file uncheck looping.
I beilieve that this is true but how to fix that ?
Would have to rename the bones or figure some other way to retarget the animation
Note that Humanoid animations in Unity can be retargeted automatically
Mixamo might also be able to do something through their rigging tools
You probably wanna use the humanoid system for humanoid characters
I have changed the type to humanoid within Unity, and when I tried to play the animation, I got this !
nice spore creature
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?
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.
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?
what's your script like
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);
}```
I was following a video on how to do it
its working in the video but not for me when I change horizontal value
its as if changing horizontal value does nothing
does it work if you press S?
no not even walking animation works if i press S
the horizontal value is changing when i press A or D but its not triggering the animation
not sure but is your blender tree set up properly? using velocity, you have to set it 2d directional, then have a forward velocity of 1, backwards of -1, on pos y then horizontal of 1 and -1 on pos x
hmm its in 1D
https://www.youtube.com/watch?v=U0dlWhB_e0E <<<< was following this tut
Player Movement using Animator | Unity
In this Unity tutorial, we will see how to use the Animator component and the user's input to move the player.
Get the free "Raw Mocap Data for Mecanim" animation package:
https://assetstore.unity.com/packages/3d/animations/raw-mocap-data-for-mecanim-5330
You can get the project files via GitHub repo:
htt...
@magic vapor is this correct ?
@fervent vigil not quit
that's how it should look like
the script is just like in the tutorial
anim.SetFloat("Vertical", Input.GetAxis("Vertical"));
anim.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
and thats the base layer, entry point is the blend tree
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
but hopefully that works out
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?
so i should delete the Movement layer
and you could easily get the player to face whichever way u movin
have the blend tree contain idle, walk forward, walk left, right and backward animations?
yes, basically. do you have different animations for each or is it just the same animation ?
oh i do have diff ones
well it shouldn't be hard to implenet
ok so I shouldn't change just anything in the script right?
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...
this guy does a great job of explaining blend trees
1d, 2d, etc
i recommend you watch him if you haven't
no, thats how you control the velocity in the animator. that's your input.
mm im not using any velocity just sense of direction and the movement tho
oh right
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
thank you so much !
yup here's the playlist, truly great at explaining everything
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...
yeah ik how that feels.
animations are a lot of work, esp when you get into a character with more than a run and idle animation
its a headache for me
yea and I just felt it'd be so simple damn
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 -...
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
I did some tests and the problem is not with the script. More details can be found in the video
YouTube says the video was removed.
Hi, i have this error when i run my animation. Does anyone have an idea?
Can't you read?
Did you set sprite?
Or what is it missing? It's not fully said
I know it cant find it.... i wanna know why i cant find it
But did you set sprite for the object?
Wait its animation menu?
you need to have sprite renderer on your object
then you can create clips
i must be retard. It doesnt work
What's the best way to have a top-down moving character transition to different-facing idles?
I already have the different move directions in a blend tree working correctly.
Maybe I just have to take those out of the blend tree.. don't see a way to have it transition to different idles
@light bluff Please don't use ableist slurs.
Hi, guys.
How do you thing, why naked man arms are so strange?
https://youtu.be/otZcc_BYjvU
His skeleton
guys is there any way
to import .anim file from Unity to blender for editing
the anim file has been duplicated out of fbx file
but i lose the fbx file that contains that anim, only have the base fbx without any anim
possibly due to the avatar you are using on the animation
try using your naked guys avatar on the animation
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
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
the wierdest part is that it worked, and i made no changes to the rig what so ever and it simply stopped working
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!
maybe in blender you could do that, if you constrain the noise to certain axis, it might not look wonky
Anyone know anything about rigging in Blender? I have a rig that I've weight painted and I like how it's deforming. I've used a double bone method to deform it and I like how it's working but idk how to rig it with IK controls
https://cdn.discordapp.com/attachments/285639647567282179/844630262889578526/unknown.png
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)
if you want it to work in unity do the IK's in unity not blender
its what im doing up here xD
i managed to fix my issue by just remaking the rig for the 4th time and i have no clue what changed
@uneven citrus I still need to animate though and I'd rather do that in Blender.
when I say IK, I mean like animation controls and such
use rigify
and follow this aswell https://www.youtube.com/watch?v=INK__p3CWUw&t=232s&ab_channel=CGDiveCGDive
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...
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
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. 😅
I'm gonna give that video a watch though
thanks!
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
✔Advanced Rigify Chapters($):
https://gumroad.com/l/rigify
✔I have setup a hub page for the course. There you'll find the most up-to-date info.
https://cgdive.com/rigify
✔Get the FREE besemeshes and scene files here
https://gumroad.com/l/rigify_free
●Support CGDive
PATREON
https://www.patreon.com/cgdive
GUMROAD
https://gumroad.com/toshicg
T...
that may also help
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
since he has a human rig he can just use the meta rig and it very easy to make it work
You're doing it wrong. The double bone is close to the knee, to mimic the two pole ellipse of knee joint rolling on each other's surface
if you really want ik in blender quick this is it https://www.youtube.com/watch?v=Pt3-mHBCoQk&ab_channel=RoyalSkiesLLCRoyalSkiesLLC
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...
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.
I'm not sure I'm following.
Here's a pic with only deforming bones
Is something there wrong?
oh you mean the knee bone?
well
joint
I have that in there too, but the other bones are to help with twisting.
...tbh, those are needed more at the arm than legs
your setup is fine in this photo, so your chin double bone bending was a mistake on the Unity side?
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
Oh ok i get it now
The way you can do it is by setting up a rotation constraint on the second bone but sometimes that confuses them ik
So what many do is top bone all the way to the ankle
Then secondary bone driven by expression: half of the coaxial rotation
So you keep your ik chain simple and add secondary bones just to smooth your coaxial deformation
Or like me you don't bother and hide the wrist deformation with some cool jewelry or normal smoothing trick like in NGSS
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?
Like this?
you didn't mean the very top bone to the ankle right? xD
Like this ?
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
I'm unsure but I'm going to avoid it. I think everything should be able to be handled fine through animations.
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.
Hello. I have a problem with the travel system. In these areas, animation blending looks strange. Can anyone suggest what the problem might be? short Video demonstration of problem - https://youtu.be/dXzhySbtZKo
@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
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
Hi, small question when i import a humonid with a rig/animation on it the right leg seems to bug out and be on twisted yet when i check in maya everything seems fine? And always seems to be the right leg https://gyazo.com/771472b0cb03659b3946ee229d1727ad Image of it in Unity linked
Anyone know how to fix this from happening?
have you checked the normals and weight painting ?
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
image what do you mean ?
@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.
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?
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
take inspiration from hyperlight drifter the char also has some sort of cloak
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
I've wasted my entire day on this so far, extremely dreadful work
are you cleaning up your rig when bringing it from blender to unity ?
does it displace it as soon as you press play or when moving it ?
For the meta rig no, for the rig that gets generated out of the meta rig I use https://github.com/AlexLemminG/Rigify-To-Unity
Thanks for answering btw
It displaces as soon as I enable the rig builder component in play mode. Disabling rig builder resets the root bone position
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...
DM me some screenshots of how you have things setup, alternitavely you can share screen if your comfortable with that
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
honestly i recommend sticking to what they suggest on the documentation
I used mixamo to create the bones, but when I use the model in a game the hands look curved
do you know how to fix it?
@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!
Hard to say what's going on there. are the weights normalized?
Cool dude glad that worked
@proud stream Does that mesh have the armature modifier attached to it?
I just applied them aith automatic weights
Maybe the deform option is turned off on that bone then
If you don't know where to checknthat I can show you in a couple mins.
Assuming that's Blender
@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.
I bet that's what it is
Thank you
np! :)
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...
Is anyone familiar with modifying the animation clips of a humanoid rig system using a script in LateUpdate() ?
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
(since shoulders/joints in humanoid rigs don't support translation and scale values)
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
@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
Agree. Would I edit the original question? 🙂
Up to you I guess 😄
@!Randטּm#5071 thanks for the help
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.
can anyone give me a non out dated breif tutorial on importing a 3d model with animations from blender to unity
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.
does no one have a solution to this?
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.
Its not a stem, its create empty object
Pls tag me when you help me, its a request 🙌
What exactly are you trying to do? It's hard to follow what your issue is. Are you trying to create a new animation from scratch, or use one being imported?
Use an imported one.
But i cant apparently drag the animation from project to the animator
Can you show a screenshot of what you're trying to drag and where?
If you need any info, please do tell.
1 sec
This cant add cursor pops out
When i add it
I dont know how to create a video...
What is the actual asset you're trying to drag from your project window?
The player run
Its a animated prefab
A couple of images grouped togethor as an animation...
Idk how else i can explain it... 
That asset is an Animator Controller, not an Animation
. _.
Note the difference.
Fk
Thanks alot.
I think i got it.
Maybe...
Can i create an animation from some consecutive pictures...
Ill just head to google for this
Found it.
@uncut salmon thanks so fkjn much for this shit.
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...
I found many examples of how to code this but its in my player script, is this even right?
nvm, found it
how do you change the default material shader to be shader unit/color
you make a new material, drag it to field in the mesh renderer, then change the shader
[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 =]
As an experiment, tell unity to import one less frame (meaning, cut one frame from the end) on that animation and see what happens
Tried that already
How can i create animation without motion suit
Did it have an effect at all or no different?
It seems that I have solved the problem by removing "resample curves" ... I'm currently trying that on each of my loops. It is a success so far. I just discovered this option x)
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
I noticed that my movespeed here is also 4, any correlation?
did you change the speed?
did you script the movespeed to modify the speed in the animator? if so, the movespeed in the inspector will always apply
regardless if you set it as 0 in the animator
No I didn't that's where my confusion comes from
Yeah, the script controls the speed, and the Animator references it ??
🙂
I'm an idotr
hahah all good, sometimes the most obvious answer is the one we overlook
no to continue bothering you but how would I modify this so that it only does this on the occasion that I actually move
assuming you want it to move on your WASD input
yes
animator.SetFloat("speed", Input.GetAxis("Horizontal");
animator.SetFloat("speed", Input.GetAxis("Vertical");
You can also get Input.GetAxisRaw for a more snappy movement
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
I gotta run to work but i hope that sets you on the right path
good luck
Thanks so much
this has been stressing me out
hmm how come it doesn't play when I move backwards though?
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...
well your slider probably doesn't go to -1
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
I'm really sorry, I'm really new to Unity I don't understand what you mean by the slider
slider where?
erm... I don't see that anywhere
oh my bad
you don't have a blend tree yet
i mean when you create a blend tree
you'll get those sliders.
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
thanks for the help.
I'm not sure if there is a way to just use animation rigging instead of animation states
thanks for the help also
I wish they had some instructional videos with animation rigging using visual scripting
hello! can someone help me?
im not so good at unitys animator
how do i set the sample rate / fps for an animation
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.
i think you can set the animation state to 'interruptable'? alternately, it might make sense to have your idle on a different layer and handle things that way
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
is anyone using this to get iphone x shape keys into Unity for using them as blend shapes? https://blendermarket.com/products/faceit
im trying for some time now with daz3d models but im not having any real success so far :/
@sinful tendon No offtopic media please.
Uncheck exit time
Make sure you set it as a loop in the animation prefab settings
thx
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!
I am Instantiating my animation like this: https://pastebin.com/se7ZURue . In my debugger, I see the object spawned, but when I try to zoom in on it, it's pretty much invisible. What could be causing that ?
Pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
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.
welp, i figured out that one of my bones just wont animate all of a sudden
i have an issue, an animation on a different layer of my blender model animator scales in the opposite direction, any idea why?
can someone, ANYONE help me with this?
please??
@stable heart Is the lightning behind the camera, or closer than the near clip plane of the camera?
@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 😄
why are "Message Unity / 0 références" how remove this
Do not cross-post, only use one relevant channel at a time.
I'm not even sure what we're supposed to look at, is it a discord problem?
how do i smooth blend trees
By smoothing the input you pass to them
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
hey guys! is anyone here familiar with the Unity timeline that could help me out by bouncing a few ideas for me to DM? 😅
@ruby tundra Better to just ask your question in here.
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.
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 Don't spam the channel. People can still see your question.
but no one responded 🥺
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?
is this walking animation fine or did i mess it up?
@neon sandalChange your name to something visible please.
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
Just from the screenshot, it seems to me that you want to put an AnimatorController on each of those objects, and drag in the same AC named the same to each.
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...
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
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?
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
No its nice
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
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?
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
you have a rigidbody on her that's being affected by gravity. you can freeze her x and z rotations to stop her from falling over
her turning uses y, which is why i said x and z. otherwise you can experiment and figure it out
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
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
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
you need to attach all the bones to a main joint, otherwise I don't think unity would register it as a valid joint configuration
imagine the rope that your flags are on is a spine, and the flags are sticking out of it, something like this
crappy example but I think you get the idea
you might have to re rig it in blender
can't really help you with that part since I'm not familiar with it
this is actually amazing
@narrow swallow rotate it 180 degrees?
No it's the shakyness
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
Hey yall, I'm creating an mlagents project and at this point I added some animation just to make it look cooler. My problem is that the animation looks kinda laggy!? Im pasting the code just in case you guys got an Idea of what's going on https://paste.gg/p/anonymous/4603c57ac2414c009ae8fd4cb8ad8581
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?
@novel skiff If you have exit times on all your animations, that could certainly add a bit of laggy feeling.
https://streamable.com/vg56lj okay i disabled the 3 that had exit times. this is the result
kinda the same as before
Let me upload a better wuality one
Ah. With such a low framerate is it hard to really tell, especially since I can't see the timing of the inputs.
Might also try posting your code in the #🤖┃ai-navigation channel, I know nothing about ml agents
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
🙂
Fixupdate seems unlikely to help, since the animator only updates once a frame
Your animation transitions might just be too long
you mean fusion of the 2 animations between the transitions
?
I found the problem
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
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 🙂
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
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
Solved: didnt add the new avatar to the AnimationController
Hi so im using animator.SetLookAtPosition and SetLookAtWeight stuff, but my character seems to look at no further than his own feet..
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?
Sorry man, new to animation, I can't help
I need help im trying to add a material to a object bit ots lighting and i want it to flash
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 )
I have a question
I'm trying to export file@anim.fbx style FBX assets
@static swan Don't ask to ask
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 need more information. #🏃┃animation message give that post but with player jump
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)
ok
@queen path editted to clarify
it works now thank you
do you have any suggestions on how to make it so my falling animation only activates when my character is falling @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
ok
yeah
just have it go to that animation when they're not touching the floor
but my jump has 2 parts
a rise and a fall
ok
velocity or value?
however you want to do it
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
okay
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?
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
How do I make an object follow another one without parenting
Ok I followed along this video
https://www.youtube.com/watch?v=cqoaBLcoWOc
and it really helped at first but then my brain just went "wha?" as soon as I got to 11:15.
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.
The first screenshot is the tutorial you were following, and the second is your own code?
Correct.
(funny thing, i was actually looking at the dog on your icon thinking about how adorable it is x3)
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.
Alright then, I'll go with that.
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?
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.
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?
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 ?
That's how it's supposed to look like
That's the character rig
@magic vapor This means I might have more than 100.000 gameobjects in my game 🤔
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
Yes it's a humanoid :
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.
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;
}
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
Yep, lots of way to do it. Just have to find one that works best for you
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
I've had this problem before
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
thank you so much
i thought about that but was scared if this was an inconsistent way
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
k
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?
@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.
Okay, thanks!
Anyone know how to assign this to ALL my imported animation clips?
I currently gotta do this 1 by 1..
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?
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?
you'll have to put them in a single psb file yourself, I don't think the unity 2d rigger supports separate assets
aww... I don't even own photoshop.
Actually I'm more into the coding part of it all, but I kinda wanted to try rigging and animating a character myself. I haven't found any free game assets that include a psb though.
anyway thanks. I could've easily spent an hour or two of frustration, trying to make it work with separate sprites
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
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
do the characters have the same rig/skeleton
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?
i don't think you can
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)
I'm going to guess terrorist
alright its just if i delete all of those pink models leaving only Terrorist
the character in my scene seems to be non-existant
well yeah, its a prefab based on the original asset
if you delete the original asset its gone
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
guys is it ethical to sell free models after rig them and add animations to them
I would check the license of those free assets first.
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
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
I've just been through the same pain. been messing with animations for the first time, and just got it working.
I don't know if I can help, since I'm also pretty inexperienced with this, but I'd love to try.
Can i see what the inspector of your object looks like, and maybe your controllers graph?
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
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?
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
this might help https://www.youtube.com/watch?v=cqoaBLcoWOc
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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
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?
have you tried having the animator docked next to the Game view and manually changing the triggers/parameters?
inspecting the graph and interacting with it during runtime helped me troubleshoot a bit
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!
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
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)
@waxen belfry Don't crosspost.
sry i kinda realized i posted it in the wrong channel lol
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..
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 ^
How can you let a player move freely while the animator is still on?
Make sure animations are not applying root motion
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?
can you add an event to an animation while it's in the fbx file? or must I duplicate it?
I think it's something with the right arm that looks off
Also the chin looks like it's droopi ng down but I think that's just the neck?
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
any idea where I can download a 3D model that looks like a car test dummy?
Anyone using UMA?
Yeah I feel like I might just need to do a full re-work. I think I got the timing off on almost everything. Some of the movements feel slower than others and they don't all meet at their end points at the same time.
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???
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.
ooooh right mb
Is this a bug or changing a state's motion during OnStateEnter() should completely screw the OnStateEnter()/OnStateExit() events 
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
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
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?
Can somebody help me with Animation Rigging?
@twin musk Solidified?
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);
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?
How can I let my character move freely up until I need him to do a specific animation?
THE COMPONENT ANIMATION IS THE KEY
THE PAIN IS OVER
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.
as in I used a solidify modifier in blender when I made it
Ah, ok, I dunno what that is.
Can you just make the camera not render the character layer?
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
events are firing 100% of the time and I get smooth blendings when changing motions that way w/o any sudden transitions
I've got this sprite sheet that I made, how do people animate these sprites without having them move all over the place while the anim is playing? https://cdn.discordapp.com/attachments/497873819898478596/848990865023827978/Medium_Attack.png
Should I just leave each sprite at full size and create multiple sprite sheets for each animation?
The easiest thing is to just keep your sprites the same size, with their pivots at their bottom centers. That way it forms a grid that, no matter which sprite you play, will be in the correct position. Something like this:
https://forums.tumult.com/uploads/db2156/original/2X/f/f1058a91de91f29cd65527cf97cab26b861de9b5.png
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
You can check out some assets:
https://www.codeandweb.com/texturepacker/for-unity
Easily create sprite sheets for Unity using TexturePacker. The following steps will cost you only minutes - but make your development much easier!
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
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.
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
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.
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?
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
seriously people this has been very exhausting.... I can't make my camera not clip through an object
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?
How can I make kind of a main state that all other animations derive from?
hey, im having problems with an animation transition. The "Falling_Secondary"-Transition is sometimes too late as shown in the video, both transitions have exite-time and fixed-duration turned off.
I have an animation that when I release an object, it's supposed to close up and disappear, but the animation seems inconsistent and not reaching the same points before the object is setactive to false 1 second later. Any idea why that is?
nvm it was an exit time issue, works fine now
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
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.
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
why is Animation Rigging sending my rigged humanoid into space
Replace the model with Gumby and it will look perfect
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
So far its only two to get movement setup, but there will be attack animations added after i get movement down
But you aren't handling orientation in the animator, so you aren't getting anything but bugs from your current 2d setup
I did go ahead and try the 1D blend anyway just cause, but it didn't change anything
You need to change your script, too
mmmm
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.
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
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.
Hello people i m having a hard time to understand how to retargeting an animation from one character to another, can someone help me?
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
click on the lines
Yea i have it dosent play the idle or the run
in the inspector there are conditions for every line
so thats where u add condions for it to change state
Yea it still dosent play idle its ment to be on unless i move
the animator?
yeah
yea i dont know what i doing
yeah, its complicated
ok where am i ment to be looking
ok hes idleing now but still not runing
he wont run till you set the "conditions"
you click on the lines....then for each line you set the conditions
its saying its empty
yeah...you have to set the parameters up in the animator window
press parameters.... + button
ok
choose float
done
ok.....now what do you want to happen...
speed is above....5 ? then he will go to other state
so name the float speed
like this?
set to 5 ( change later)
yes
hes still not running
no.....
because the script....
the animator must read from the script. to check what the speed is
k how do i do that
or no... the script must set that speed
in your move script you must set the Speed variable
Too what?
do you want me to send a photo?
screenshot?
yea
yea
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?
Yea a ton actually
good
ty
I fixed it thank you for the help😀
Why is my animation like this? I uploaded it from Mixamo
Probably the rig
private
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?
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
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
@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
@languid lark I suggest finding a different tutorial; the one you are using seems to be giving you some bad suggestions for your script... though that is a pretty big subject.
To answer your specific question, you would use Animator.SetFloat() https://docs.unity3d.com/ScriptReference/Animator.SetFloat.html
@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
Has anyone had any problems with Unity crashing when importing an FBX file?
I submitted a bug report
It happens 100%
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 🙏
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?
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.
What if the state become complex, the second graph will soon become very difficult to maintain
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?
Ive checked the boxes to make it move around but it still gets stuck in the centre of mass
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?
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.
You're suggesting that that WON'T happen with the other one?
Does it still happen without postprocessing? What about if you use a regular non cinemachine camera? Does it happen with all animated characters?
Yes it happens with or without post processing. Also on different characters. It's visible in the scene perspective view, I assume that doesn't use a cinemachine camera?
In your import settings are you applying keyframe reduction?
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
Your animations are probably generic and not humanoid. Go to your fbx the animation came in, go to model and click on humanoid and it will convert it
Thank you for reply, I've already convert it into humanoid. But there are some red sphere in my object.
Check the avatar rig and see if there are any errors. force t-pose, etc
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...
ohh that makes sense, thank you :)
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.
yes you can do that similar in unity, probably not in 3 minutes though
here's an example: https://twitter.com/Sakura_Rabbiter/status/1389221254410866688?s=20
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.
I blame twitter for gif compression lol. It's not my work, you can look at her twitter profile to see more examples
I didn't realize you meant render time, this was all realtime according to her
she probably has a pretty beefy rig though
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...
you should take a look at this too https://www.youtube.com/watch?v=GXI0l3yqBrA&list=PLX2vGYjWbI0Relv3zkQu-zbqYwdTxqZpS
"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...
Hello guys, could someone suggest me some good tutorial on how to animate pixel characters. 😄
Sprite sheet animation https://www.youtube.com/watch?v=hkaysu1Z-N8 and then you can consider stuff like "The Ultimate Guide to 2D Mobile Game Development with Unity" which is more comprehensive. But once you see the term(s) you need to search, you can get all the basic knowledge you need from ytube first...
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...
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 ...
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.
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.
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
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?
@hard brookYou can share them whenever the two models either a) are a mecanim humanoid or b) have identical hierarchies for all animated elements.
The thing is that your other example using the anystate transitions for everything is the worst of both worlds.
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.
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
Ever find a solution to this issue?
@tacit pendant nope :/
Have you tried handling it code side? I.E. If falling and is close to ground play land animation
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?
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???!
I am not sure how this works with humanoid rigs but I think what people will often do is create a handle object under the hand and that handle holds the gun. Then to make it look natural, that handle can be animated. I think this means the rig has to be generic so I really can't claim to know what I am doing. I'm still working on the same problem myself.
Hi, is there any way i can animate the vertex in a sprie shape?
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
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?
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?
If i start the animation by code it works, thanks. Its still a bit confusing that the animator-implementation lags, since the first landing animation is always perfect, even if swap the animations..
@civic anvil Don't cross-post, please. Pick one relevant channel and ask a question there.
you can code animations in the animator itself
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?
yes
@hard brook that's actually really simple just click on the animation file and have it play once
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
i can't see my character sprite during animation
make sure the z axis is at 0
@limber seal
and then your sprites are on the right layer
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?
is it just me or this coin rotation animation loop looks weird?
Go into the curves and make sure they're linear.
can someone explain why this is coming?
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?
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?
Yes
The path to the target property has to be the same. Click one of those and press F2 to see the full path.
Is there any reason why an animation would only be playing the first part?
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?
Yes if your animations are Generic. If you use Humanoid retargeting the Animator handles the remapping
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?
Oh I think I forgot to switch it to humanoid. I'll try that when I get home, thank you
Is there a preset library of easing functions for AnimationCurves?
@uncut salmon i've been deleting and reanimating for years without knowing i could do that
https://forum.unity.com/threads/animation-breaks-when-disabled-halfway-through.571279/ this is the exact problem im facing. does anyone know how to fix this behaviour?
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
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.
how can i make my animation repeat itself when i get inside trigger?
https://streamable.com/g2nkqj does anyone have a recommendation what settings to change so this cast animation doesnt take his feet off the ground? ive tried fiddling with all the settings on the right here for the animation but none look correct
set root transform position y to baked into pose
why my coin stops before repeating animation?
you're not showing the right property in the animation window, show the x rotation
it's y rotation
show the curve on that then
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?
click curves at the bottom of the window
it needs to be exactly lined with the blue line right
just made it straight but now it wont spin
not straight like that lol
straight diagonally
the y axis of the curve is the rotation amount
you want it like this
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
Anyone experienced flickering when animating alpha via script?
this might help https://github.com/OskarSigvardsson/StopMotion-Unity
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.
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.
what is the paramaters tab for on the animator window?
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
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?
shouldn't this property add a keyframe when i change my emission color?
Thank you! I'll adjust my scene accordingly.
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?
Hi. Does anyone know of a guide how to do foot IK using unity's animation rigger?
I want my animation to play like this ^^
But it’s playing like this
This is the animator with the jump. Any idea what could be causing this?
Hey guys,can someone confirm me if this is normal? im trying to reach the bones so I can start animating
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
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
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
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.
@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
alright, thank you!
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...
Whats the best/easiest way to make first person melee combat animations inside Unity?
@jagged ruinThe easy way to find out would be to use the profiler and see what difference each option makes.
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
Hey
I got idle and other animations
but I don't know how to link them to my player animations
can somebody help me?
um
you can so that by creating an animation controller, then setting up a blend tree
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...