#šŸƒā”ƒanimation

1 messages Ā· Page 77 of 1

warped veldt
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interesting as my question is similar. i have 2d game. have all animations set up, and attached to blend tree. blend tree works, it is processing th enodes in blend tree in test mode, but it does not use the move right animation. avatar looks as if they are pushing something instead of walking.

gilded bough
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Sir, I am talking about a 3d game. Do you have a tutorial for 3d? and By the way, I am using fpp controller by brackeys

fast oasis
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Hi ! i have a little problem : even if my animations are looped the turning ones only execute one time and then the stop until i give the command to turn again the weird is the forward walking and sprinting works just fine

warped veldt
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Continuously animate

warped veldt
warped veldt
wind smelt
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I have a player prefab. Everytime I update it or change something, 2 components (Capsule collider and a rigid body) is added. I believe this happens when you have a RequireComponent but all my scripts don't have it
I keep have to manually remove it

warped veldt
wind smelt
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This player prefab use to be used by the invector (character controller asset) script which automatically adds the capsule collider and rigid body. In the past hour, I deleted all of the scripts and added my own ones. Apparently, even after I deleted them from the project, they still are adding the components

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I didn't even notice I am talking in animation

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Gonna take it to general code

warped veldt
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have 2d game. have all animations set up, and attached to blend tree. blend tree works, it is processing th enodes in blend tree in test mode, but it does not use the move right animation. avatar looks as if they are pushing something instead of walking.

astral fiber
tulip niche
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Would it be better to animate jumping or to make the player jump via script then use the animator to play the animation when space is clicked?

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Also should I use blender for animations or can I use unity?

old kayak
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unity isn't really built for animating rigs

tulip niche
thick radish
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I need help cutting a sprite

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I tried using automatic slicing but the character is jittery, the sprite sheet is not organised in rows and columns and they are different sizes

tired basin
thick radish
austere plover
acoustic belfry
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are there any guides

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or a guides section per se.

old kayak
acoustic belfry
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yes, preferably an overview for the animation pipeline for unity.

old kayak
river quarry
novel portal
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anyone using umotion know how i can fix this? It keeps popping up no matter what I do and I don't know what triggered it

mild imp
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https://streamable.com/vcqyyx

can someone please tell me how to fix this, and why it happens?

when i do an animation, and let it run to completion, its completely fine.

if i cancel the animation halfway through, by switching to a new weapon, then back to the previous one, the wrist breaks. i've manually set every joint bone every frame to fix this, but its incredibly tedious and not really a fix, i want to know why its doing it, and a proper fix for it, yuou can see here, the wrist is jacked after switching weapons halfway through an animation

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can you @ me if you know please šŸ™‚

obtuse moth
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is it possible to get 2 animators on 1 model

mild imp
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Reasoning? @obtuse moth

obtuse moth
# mild imp Reasoning? <@!158243778895937536>

I've got animation of entire body and animation of face on separate skeletons. Now model have 1 skeleton that match those 2 AND has 1 the same "head bone" in which face skeleton is parent and it's purpose is to make some sort of anchor/anker for face skeleton. My friend from work said, that to active those animations independently, I need to make 2 objects, because he cannot put 2 animators on 1 model. I've got a theory that to make it work we need 1 animator in which there will be 2 animations, where face animation is under body animation as "extra" animation for entire model.

I have no idea where, but i've seen some sort of scheme of character in Unity and I think that I can set those 2 animations in 1 animator and activate them whenever I want

The question is:
Should I use the same skeleton in making both animations (even if in body movement the face is totally in no movement/in face body isn't moving at all) or keep face and body skeletons separately with that one bone that's purpose is to make default point/anchor for face?

mild imp
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you can utilise animator layers

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to play multiple animations at once

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with a mask

obtuse moth
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okay, thanks about that

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but @mild imp what about this skeleton?

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ues 2 with same reference point or make both animations on same skeleton?

mild imp
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I'm unsure

obtuse moth
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okay, we'll try firstly on 2 skeletons cause it'll be faster

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thanks for advices anyway ā¤ļø

green gulch
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Hey guys, i'm wondering if anyone could help me with actions from blender to unity?

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I'm exporting a character fbx from blender, but only the most recent "action" thats selected gets imported to Unity

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on the export from blender i'm ticking "all actions" so i don't see why it wouldn't import all of them

warped veldt
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Hi guys, i have an issue with 2d Animations. im using blendtree, ant it seems to be working fine, but the player movements are not all working corectly. the move right animation apears as if the player is pushing something instead of walking. i have already tried rebuilding the simple animation i used and the blend tree.

sand inlet
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When I interrupt an animation, it seems all the events on it are still being called no matter what

long coyote
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is anyone interested in helping me make my game? its a 3d unity engine xr crossplatform choose your own adventure emotional drama. Let me know if you can use blender or maya or any compatible 3d asset creation for unity
we have 3 unity devs but need a new artist/s

hybrid tinsel
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@tulip niche i would suggest a mix of both; animate the character's jumping pose but handle the actual trajectory via script.

Also, I strongly disagree that unity isn't good at animating; I do most of my animation in unity.

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@long coyote stop spamming, please.

potent citrus
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i have a question im not sure if in right spot to ask but ill ask i have a fbx file which has an idle animation playing, when i player get close to it then have it chase the player when they get too close but the same idle animation is playing while it chases the player. how would i get it to stop playing the idle animation and play a different animation when it chases the player

potent citrus
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ty ill see if that can help

twin musk
uncut salmon
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Make sure the curves are linear (click the curves tab), and make sure the last frame rotation isn't the same as the first.

twin musk
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also sorry for late reply

uncut salmon
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Open the property

twin musk
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ok

uncut salmon
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I mean, you have to scroll out and get to the curve value. You're at 0.

swift tide
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Joggin

serene folio
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...yes i messed up

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i forgot to keep it in place

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at least it doesnt fly like a 2006 toyota corrola over a cliff

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but how do i add the animation to the character properly?

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do i need to download it with skin?

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nope anim is still same

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how do i add armature.001 to a read only anim

serene folio
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please

serene folio
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how do i fix it please

rustic glen
twin musk
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i have a animation that looks like this

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but when ingame it breaks into this

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anyone knows why?

hybrid tinsel
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Incorrectly set up avatar, maybe. Maybe bad export or import settings. If you're using IK or constraints you might need to bake them on export. Lots of possibilities.

young mulch
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Hi team. When I change the scale of my imported models, their animation speed seems to increase with scale size. Anyone know how to... Make that not happen?

hybrid tinsel
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@young mulch does it actually speed up or is it just covering more distance?

young mulch
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Hmmm

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They're moving crazy fast

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Sooooo good question

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Let's say the latter? They cover more distance. I can't really tell since they're going all fast and furious

hybrid tinsel
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Root motion is affected by scale, animation speed shouldn't be

young mulch
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Like a factor of more than ten times movement speed

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Oh interesting

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So I see that root motion is handled by script (using a plug in)

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So I go in and check the speed in script and adjus

hybrid tinsel
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I'd also check that the script/plugin doesn't expect a model of a certain size

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They might have made assumptions

young mulch
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Awesome, thanks!!!!

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I'll take a look. Really helps!

hybrid tinsel
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Aldo, it might make a difference how you are scaling it. Are you scaling it up in scene by scaling its transform, or in the model's import settings?

young mulch
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Import settings

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Previously, the modeks were imported at scale 1, but had an armature scaling on import of 100. I had to scale import size to 100 to make the model and the armature both be scale 1 ingame

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I hope that makes sense lol. I guess only fix is to go to blender and scale them up there 100 times then reimoort at scale 1. That's assuming I can't adjust the root motion speed by script

echo plover
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anyone know what could be causing the elbow joint to screw up like this?

young mulch
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I would guess it's the arnature

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Armature/rig

twin musk
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how much time on average do yall spend on fully animating one weapon (idle, shooting, reload, taking it out, putting it away)?

candid whale
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i normally take a week i don't work fast I'm still learning but i have a decent grasp

sand mauve
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ok i need help

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i guess it is here

candid whale
sand mauve
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.

hybrid tinsel
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You can set the interpolation type for a key(or multiple ones) by right clicking. You want linear. You can also directly adjust the curves through a button to the lower left of the animation window that toggles between dopesheet(keyframes) and curves.

glossy bear
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how do i make a running animation

hybrid tinsel
glossy bear
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k

swift tide
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Seriously I cant stress this enough if you dont know how something looks, use references

warped veldt
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i have an issue with a 2d game nnot showing a proper movement animation. im useing blend tree to switch between simple sprite based movement animations. idle, left, right, up down movements. and all the animations work except the move right animation, character looks as if its pushing something. edit ** ive alredy tryied rebuilding the simple animation and the blend tree.

quartz schooner
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it looks fine in unity

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but in game the feet are in the floor

hybrid tinsel
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@quartz schooner

quartz schooner
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its audio source

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but I uploaded a test with different Z scale and I think it worked, no idea why the scale changed camera position if it was Z

vagrant pewter
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hi so ive made a door trigger with this tutorial https://www.youtube.com/watch?v=6vj_Ie9i-Ak&ab_channel=SingleSaplingGames using a pressure plate

---DOOR OPENING TRIGGER IN UNITY---
In this video I show you how to open a door with a trigger/ pressure plate. This is great for beginners who are looking into getting better with Unity. If you have any suggestions leave them in the comments. THANK YOU!

---Previous Video---
Low Poly Short Sword In Blender
https://www.youtube.com/watch?v=sqCUsI...

ā–¶ Play video
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was just wondering how i can make the door slow down to look realistic

fallen sphinx
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That's what I would do anyway

vagrant pewter
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okay ty

fallen sphinx
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I recommend DOTween

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It's really quite simple to use and it's free

plucky dust
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Hello everyone i hope you are having a good weekend . So i was trying to create an FBX with mesh and animation , and my mesh is presented like this on desired world placement but my animation its totally off ...

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just like this ... why is this happening ?

tulip falcon
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how do I know when an animation ends

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so I can start moving the character again

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because when I click my left mouse button it does the animation but it also like instantly ends because I already did animator.SetBool();

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isAttacking is true and later i make it false right after

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but it keeps ending so quick because i already turned isAttacking off

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exit time i suppose?

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but even with exit time what am I supposed to do?

celest crag
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Not using animation usually. You can set events on the animation timeline and connect them to methods. In this case at the end.

tulip falcon
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like how?

tulip falcon
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ok i think i fiogured out how to fix it but

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its stuck mid animation

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it didnt do the full attack animation

torn nova
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Hi, new to unity and stuff related, I have a sequence of images, and Im trying to drag it into the timeline but its not working. Is there something im doing wrong?

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I already set the images like this

solar wedge
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Guys how can I change a animation by pressing a key on my keyboard?

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A documentation or video would be nice

violet crystal
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I got a god tip about aniamtion curvers form @lilac axle in other chanel. I want my wheel to spin endlessly. But it slows down every time. I understand i got to adjust the curve to make it straight, but im not sure how because no matter what i do to it it always stays curved at the end.

lilac axle
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Show a screenshot of said curves

violet crystal
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It's just 2 frames

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form 0 to 360

lilac axle
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Can you zoom in and adjust width and height so I can see if the curve is straight or not?

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I think you can select the curve, mouse over the graph area and press F to focus

violet crystal
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looks curved to the end

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ok im here šŸ™‚

lilac axle
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Yeah much better

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You selected the right key frame, can you see that little handle appearing on its left?

violet crystal
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yes now i can adjust

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Cool

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Is there one click - make stright?

lilac axle
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Try right clicking either the handle or keyframe

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But you just have to pull it down until the line and the curve end matches

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Do that on both keyframes and you'll have a straight line hopefully

violet crystal
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Thanks, hard to match prefect, but it's much better now

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šŸ¤

last saddle
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Keyframing rotation is not supported on humanoid rigs

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as well as translating

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why is that

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and how am I supposed to animate a humanoid then?

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wow

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it has been a thing since 2011

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I guess I have to animate it in blender

simple haven
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heyo, i have a question about an animation from a spritesheet playing very fast and i'm not sure why. ive done some googling and i cant find anything on it, except for setting the speed to -1 but using the recorder looks like a strange and klunky solution. anyone experienced this or know what it might be? video incoming

solved: i didn't know about the sample rate setting, changed it to 24 and it works just fine KeikoHeart

opal sky
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hi guys. I have a script that does a blendshape back and forth which is basically a looping coroutine (for an eye blink). Do you guys have any experience (or input) if this is gonna cause problems doing it this way on each npc?

twin musk
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Has anyone had an issue with Skinned Mesh Renderers not importing skin values correctly? In 3dsMax, Cinema, Blender, all animations look correctly but unity 2021.1.10f isnt able to import them in areasonable way, there are always some weird artifacts in the animation. I tried the same models with previous unity versions prior to 2020, and they worked ...

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Ok, I solved it ... just for reference, for some reason the project had by default set Skin Weights to just 2 bones. After changing that to 4, the animations work correctly!

worldly wedge
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Instead of animating an object on mousebuttondown (or via pressing of a button eg: W

Is it possible to trigger the animation only IF the object is moving?

warped veldt
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I HAVE AN ISSUE. 2D animations. i have simple sprite movment animations set up - idle, move left, move right, move up, and move down. i am running the animations through blend tree. the blend tree is working properly, it is transitioning between animations fine. however: while movement left, up and down work perfectly, the movement right animation apears as if the character is pushing something.
i have already tried rebuilding both the animation and blend tree several tiimes.😩

warped veldt
# worldly wedge Instead of animating an object on mousebuttondown (or via pressing of a button e...

if you are doing 2D there is a tutorial on how to do this https://www.youtube.com/watch?v=Oao-A7bkve0&t=1121s

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...

ā–¶ Play video
tulip niche
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Anyone know a reason why my jump animation is glitching like this?

uncut salmon
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Probably because your camera isn't inside the actual head, but in the object that contains the model instead.

boreal valve
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Is rigging only for skinned meshes? Or can you rig two separate meshes together?

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E.g.: how would you animate the arms and legs Minecraft-like character, or a robotic spider made of multiple pieces

old kayak
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for characters that don't need deforming like robots, you generally do a bunch of parenting and pivot adjustments to rig it

boreal valve
stable creek
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I saved my blender model with 1 animation into a blend file, when i put it in unity, the animation actually works in this little window, but then when i add a animator controller and hook it up all together it doesnt play at all on start

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when i look at tutorial videos, they always have something in the "avatar" tab, but i have nothing. is this why the animation may not be playing?

ornate bridge
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Hi.

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This channel is for unity animation ?

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like character animation

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I have a blend tree for moving and i want to ad another animation reloading for reloading my gun but who i can insert this animation and still runining my blend tree for my character still moving ? Because i don't have a third variable for enable my reloading on this blend tree. So if i enable this reloading animation on a state machine then my character will be static waiting animation finished for using blend tree again. So how i can combine 3 animations ?

warped veldt
# ornate bridge Hi.

pretty sure you create a new blend tree off IDLE? but that is a guess. basically though, you can set up multiple LAYERS of animations by double clicking a node

warped veldt
warped veldt
tulip niche
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Is there a way to work around the head going down here?

ornate bridge
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like reload and still be able to moving

warped veldt
# ornate bridge it is isn't IDLE it is reload

ye, sorry, all i ment was you can doble click that node, and it will open up a new animation tree windo, and you create new animation trees off that, you should beable to place your reload animation there, and connect it to any ofyour other movement functions.

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is what i whink i was ggetting at.

ornate bridge
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nothing happen when i double click

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@warped veldt

cosmic mesa
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For humanoid, is it better to do the animation in blender or unity?

cosmic mesa
wild vale
twin musk
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I have a strange issue with my animations, so I made this really simple shotgun reload animation, and when I am in the scene editor the shotguns rotational x-axis is at -90, but when I run the game it immediately switches to -170 (which are the coordinates for the reload animation)

vivid condor
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hi i need help ... i'm trying to add an animation i downloaded on google on my model .... but i don't understand what i'm wrong and why it doesn't work

tawny tangle
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why i cant find panel enable or disable property

digital sparrow
heavy moon
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I have a question and I was hoping someone would help. I’m trying to use ā€œusing UnityEditor.Animationsā€ so I can use a GameObjectRecorder. I want to be able to save an animation clip from something that happens with physics so I can reuse the animation. However, when trying to use the package it says ā€œThe type or namespace name ā€˜Animations’ does not exist in the namespace ā€˜UnityEditorā€™ā€ I know it does though, the code was taken from the unity website.

scenic plaza
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hey guysss, made a flowing cloth that i attched to my character in blender....how do i get it to move in Unity?

twin musk
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Hello

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Can anyone tell me what this warning msg is for

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"Def-Upper_arm.L" has scale animations that will be discarded.

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Everything seems to be fine, but I get those Caution msgs

twin musk
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[2D]
So I'm playing around with Animations, and currently I'm at a stage where I got the walking animation working and the attack animation working.
The walk animation gets triggered when I hit A or D, and the attack animation when I click the left mouse button.

If I'm walking and I click Attack it starts playing the attack animation, but it also stops the walking animation.
How do I get it to where it keeps walking but also plays the attack animation at the same time?

void Update()
{
    horizontalMove = Input.GetAxisRaw("Horizontal") * RunSpeed;
    animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
    transform.position += new Vector3(horizontalMove, 0, 0) * Time.deltaTime;

    if (Input.GetKeyDown(KeyCode.A))
    {
        transform.eulerAngles = new Vector3(0, 180, 0);
    }
    if (Input.GetKeyDown(KeyCode.D))
    {
        transform.eulerAngles = new Vector3(0, 0, 0);
    }
    if (Input.GetMouseButtonDown(0))
    {
        Attack();
    }
}
private void Attack()
{
    animator.SetTrigger("Attack");
}
rustic geode
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anyone know why my animation

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is like this

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when i test out the blend tree thing

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nvm!

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i got it

arctic comet
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Having a slight issue with the IK component in my game

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so the arms layer for my IK is enabled, and this is the code inside of the ik script

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    {
        if (playerAnims.ikActive)
        {
            print("IK Active");
            playerAnims.animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, ikWeight);
            playerAnims.animator.SetIKPosition(AvatarIKGoal.LeftHand, GameObject.Find("IKTargetCube").transform.position);
        }
    }```
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but OnAnimatorIK doesn't get called for some reason, despite ikActive being true

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The IK control script is also put on the animator script

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The hand just stays on the gun I'm holding (the animation for that doesn't require IK)

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instead of reaching towards the cube

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rig is humanoid and correctly set up as well

hybrid tinsel
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@heavy moon did you install the recorder package?

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@arctic comet when you say it isn't getting called you mean the cofe isn't executed or just that the IK isn't working? Do you have the weight set correctly?

arctic comet
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OnAnimatorIK isn't being called

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so, none of the code is being executed

scenic plaza
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lol dammit im sorry, but can someoen help me import y character wiht cloth physics?

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ive beeen trying for the last two days, different things...nothing works

old kayak
scenic plaza
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ik ive tried, but i suck lol. im exporting from blender. ive parented the cloth to the armature. when i dropped the model in unity, i selected the cloth part of the model and added the cloth component

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when i press 'play' the cloth falls through the character model

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@old kayak

old kayak
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don't have experience with cloth myself unfortunately

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sounds like a collision issue though

scenic plaza
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😦 well i appreciate you a lot for trying to help. its nice ot get a response on thsi server when youre struggling

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yeah

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it def does

arctic comet
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does the cloth component simulate collision?

scenic plaza
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like did i have the mdoel set up that way when i was making it in blender?

scenic plaza
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yeah ive seen that

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and this one too

old kayak
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try unparenting the cloth from the rig to see what happens

green gulch
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Would someone be able to give me some advice on importing Blender fbx's into Unity with actions?

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I've been trying this for weeks now but with no luck, sometimes it exports with no animations at all, other times just with the last action that was viewed in Blender

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Surely it can't be this difficult to export Blender characters with their separate animations to Unity?

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All my animations are with the "F" fake user in their respective actions.

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i've tried all possible settings on the fbx export too, but with no luck

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in unity i get one of these 2 results

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but these are my actions in blender

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any help would be greatly appreciated! as I'm starting to lose my mind a bit with this! haha

pulsar sand
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hi guys i am trying to remove AvatarMask from code
animatorController.layers[1].avatarMask = null;
i got this far is this correct, null is not working for some reason 😦

naive cobalt
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Hi

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I was trying to solve a technical problem i'm fetching for days. Let's say i have a character cutscene animation which has an origin point in the world. When the cutscene animation ends, character shifts its root to a distance point. But now comes the hard part. When i set character to idle and teleport. its position to that shifted position. A glitch occurs.

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And i'm not using any root motion. If you have any solution. Please let me know.

mental marlin
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Im really struggling to understand Unities humanoid system. I have watched a few hours of tutorials but haven't been able to find a simple and intuitive explanation.

I essentially have a human I made on blender and he has 7 animations. That said, it would be nice to also be able to use assets from the store. I am willing to redo my animations if need be if I need a new rig, I just dont understand how to make a "standard" rig. Can anyone point me in the right direction?

distant dust
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hi! is there a way to change the type of interpolation used for the exit time transition? it looks very linear

twin musk
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I make the charter a rectangle 2 feet high

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And then when crouching one feet high

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But they don’t actually see there charter since there in 1st person

mental marlin
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oh i see, im doing more third person stuff

twin musk
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Oh okay well I’m to lazy to do that so gl

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I mean

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I could use blender

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Or use unity’s particle system

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Jk

distant dust
# green gulch in unity i get one of these 2 results

i know! i had the exact same problem. i had six animations, and no matter what i did, it only exported 3!! so what i did, i just selected an animation in blender (so that it would export), brought it into unity, and then duplicated the selected animation. then i deleted the object, and then tried again with a different animation, until i had all the animations

twin musk
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Use blender then

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Look at examples

mental marlin
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My character is made in blender

twin musk
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Lemme see it

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Or can you show me

mental marlin
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sure, rig too?

twin musk
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Up to you

mental marlin
twin musk
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Looks nice

mental marlin
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ty, I just started blender a few weeks ago so all the importing stuff to unity has been a bit of a headache lol

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oh hmm I just got one humanoid anim to work

twin musk
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Maybe improve render times idk

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I need to make the ground match the grass color

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And I need to crate a new layer and name it ā€œMyGrassā€

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But I can’t find where to name a layer also

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How do I make the tees move with the wind

mental marlin
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ok so I solved my issue without needing to re rig

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not sure why it works

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but it does

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import model from blender, convert to humanoid, create avatar definition from the current model, go to the animator and set the avatar to the one created from the model

green gulch
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@distant dust yeah, very frustrating

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@distant dust actually, one way to solve it was to "bake" the animations in blender, that seemed to do the trick for me!

distant dust
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thanks!

green gulch
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@distant dust no probs!

jagged ruin
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@distant dust if you dont have the actions enabled in unmuted NLA tracks, they wont export.. unless they're already associated to the armature (and you tick export all clips checkbox)

#

(i believe)

red cypress
#

I have a question. I have a container animation file that has animation data for a bunch of child objects. I know I can set up a script to start the animation based on a collision or trigger. How do I easily set it up so this is done on a per/child basis? I only want the parts touched to start animating.

wild cypress
distant dust
#

maybe make tabup a trigger? it’s looping because it sees that tabup is active so it does it again

#

a trigger will run only once

wild cypress
#

ohhh

wild cypress
rose obsidian
#

Silly question - how do you actually create a new animation? When I go to the tab everything is disabled. (Videos I find are outdated showing an old unity editor UI):

#

Figured it out - had to click onto a gameobject first.

#

I would've thought you could just make the animation then drag it on.

distant dust
rose obsidian
#

Also in the tutorial videos I am following they manually change sample value (which took a bit to even findout they disbale this box by default now). However I can't seem to replace it. If I change 60 to say 12 it just replaces it with 60 when I press run on the animation.

modest summit
#

Probably because the attributes that you animate depend on the object type

rose obsidian
#

Okay no sooner did I type that did I figure out you randomly have to click back on the animation sprite name after you set it for it to apply

#

I'm making my way through this haha

bitter yoke
#

hello I need help, I just downloaded an animation and my camera is attach to the player head, which means when my character plays the animation the camera goes wiii with the head

#

how do I make so the camera do not go wiii with the head

hybrid tinsel
#

Unparent it from the head?

calm heron
#

I need help, I am trying to make an object spin, but instead of spinning, whenever I rotate it, it goes around in a circle not spinning in one place

hybrid tinsel
#

@calm heronParent the object to another object that is placed at the spot you want it to pivot around, and rotate that

past flax
#

i made an eye blink animations but its very quick i need to add delay to it can anybody tell hownto do it?

swift cape
#

Does anyone know why this is happening?
I am animating an up and down animation on an object and it goes to 0,0,0 everytime.
I've disabled the animation to see if it is linked to that and it worked fine so I assume it's linked to the animation.
How do I fix this?

#

Update: I fixed it by putting the sprite and animator on a child gameObject of the gameObject itself

static prism
#

why its not showing playing bar in running state

#

okay its showing when selecting the object

proud stream
#

the beginning/end is whats bothering me. the animation kinda stops for a few milliseconds.

mental marlin
#

Does anyone know the correct settings for using root motion? I have a dash animation - a straightforward root test to see if movement works, over exaggerated. I would like to be able to use root motion while also using my scripts to move. In the preview window, it shows root motion, as in, the grid moves. In game, it only works when "animate physics" is applied in the animator, which disables all other script movement. Can anyone point me in the right direction?

mental marlin
proud stream
#

wow, i really like the rushing-forward-effect

lunar chasm
mental marlin
#

that anim was like 4 keyframes, just threw it together to test root haha

mental marlin
lunar chasm
#

I'm using a similar method for my game to allow for toggling root motion position and rotation in my movement script directly

mental marlin
#

ive only been coding and animating a few weeks so this is all a bit new to me

lunar chasm
#

public class RootMotionExtractor : MonoBehaviour
    {
        private Animator animator;
        public Vector3 deltaVelocity;
        public Quaternion deltaRotation;

        public void Awake()
        {
            animator = GetComponent<Animator>();
        }

        public void OnAnimatorMove()
        {
            if (Time.deltaTime <= 0.0f) return;

            deltaVelocity = animator.deltaPosition / Time.deltaTime;

            deltaRotation = animator.deltaRotation;
        }

    }
#

I throw this on the animated object and it makes the velocity and rotation data public properties

lunar chasm
mental marlin
#

Ok cool, I think I get it in terms of what it is, its the technical aspects that are difficult. Ill probably try to get through some more tutorials on the topic

lunar chasm
#

I believe using root motion will move the actual position of the root object, so if you use a parent object for the character hitbox and have the animated character as a child of it the animated character will move away from the parent

#

that's why you use the values animator.deltaPosition and animator.deltaRotation, so you can use the data to move whatever and however you want

#

see it would never work right with a setup like mine, the Player position would stay still while the root motion moves the model away

mental marlin
#

thanks for the advice, ill look into that

lunar chasm
#

hey guys I have a humanoid character and I'm trying to animate a tail of that character in code, but the tail bones don't update like every other bone. Unless the tail bone is actually moved in the animation it doesn't update its position even though I keyframed it in blender

#

is there some setting I'm missing or is this just a unity/fbx optimization thing?

fervent vigil
#

how do you sync 2 animations? I'm triggering a punching animation and the other animation has at the beginning, a reflex to the punch

#

how do you sync the timing?

lunar chasm
#

What are the 2 individual animations?

fervent vigil
#

A punching animation from character A, and character B is getting punched (animation to reflect the punch reaction)

lunar chasm
#

You can't just have the reaction animation play when the character B is hit?

#

Or you want the hit to only happen at a specific time in the punch animation?

#

If so you can use a curve in the animation to trigger when the hit happens

autumn phoenix
#

Guys, tell me how you solve the problem of wind and vegetation animation in HDRIP?

hallow vigil
#

Is it possible to only animate the y axis while being able to move around the x axis freely? Currently the position is locking itself in place and i want to be able to move the transform in x axis while playing the animation.

#

This empty state also seems to be locking the position

#

I cant remove the x and z properties it just removes the whole position property

naive cobalt
#

Inspired from Naughtydog's ApRef(ActionPackReference, explain by Jonathan Cooper https://youtu.be/0Hpk0l8-PAY?t=158) Interactive cutscene in unity. https://youtu.be/JkUfPWdifuI

This is an 'HD Remaster' of a talk I originally gave at the Twitch Animation Exchange in February 2017, describing how we created Interactive Cinematics on Uncharted 4 and other projects at Naughty Dog.

ā–¶ Play video

ApRef(#ActionPackReference) based #Interactive #Cutscene inspired from #NaughtyDog #Uncharted , Model from #Mixamo #animation done in #Blender #Prototype in #UnityEngine #Unity

Hi
I'm Almahmud Rony. I love VFX.
Thanks for be alive.
Don't forget to subscribe to watch my future crazy videos.
Happy Youtubing. :)

ā–¶ Play video
twin musk
#

so i made an idle animation and when i click loop time and loop pose then apply it still doesn't loop, anybody know how to make it loop?

naive cobalt
#

@twin musk Is it has any transition to another state?

twin musk
#

no i dont think but it might, im brand new to this, like ive only been doing it for 3 days now

#

so i have no idea

#

@naive cobalt

naive cobalt
#

@twin musk Can you show me the ss of the Animation Controller.

twin musk
#

OH WAIT

#

im dumb whole up

naive cobalt
#

@twin musk IDK but turning loop pose off may work.

pearl nebula
#

i need help with my animation

#

can anyone help?

#

i cant add any properties or drag my sprites in

charred belfry
#

Select an object to animate

pearl nebula
#

i did but when i want to click on 'IsDead' the animator disables the 'add property'

charred belfry
#

Select it from the dropdown in the Animation window, not in the Animator

pearl nebula
#

@charred belfry sorry to bother you again, but do you know how i can change the sprite's animation position? Because when I change the position (along with the collider), a different animation is also moved when i didn't ask it to.

charred belfry
pearl nebula
#

do you know anyone in particular?

charred belfry
#

No, not that pinging them would be okay, you'll just have to wait for someone else to see the question and have an answer

pearl nebula
#

oh i didnt know, i recently just joined. sorry for pinging you

clear orbit
pearl nebula
#

i dont have the issue anymore

clear orbit
#

good good

clear orbit
pearl nebula
#

basically

#

it's for a school project

swift tide
#

Ugh I'm saving animations with the Action Editor in Blender but now twice an animation has just vanished

#

All other animations like Idle and Walk are fine but now twice the Run animation in particular has all the keyframes on the rig itself just be removed

#

Is there a clean video on how you're meant to use the Action editor in tandem with exporting to Unity

#

Because I've yet to find a good video that highlights the workflow for how to make animations for a rig that holds something blablabla

twin musk
#

hey so i was wondering how i can get this to work?

chilly gyro
#

if i have a rigged sprite animation that only has keyframes for certain body parts, can i make it blend with another animation without actually transitioning between states?
Like for instance playing an attack animation without interrupting the walk animation?

#

I don't know why I can't explain this properly... I'm basically asking if I can play two animations simultaneously, and only have the second animation override the parts that it affects

#

Sorry, I think i just found it in the docs

for different body parts. An example of this is if you have a lower-body layer for walking-jumping, and an upper-body layer for throwing objects / shooting.```
However, I still want the Walk animation to control arms and torso when the character is not using their arms for something else.. i kinda just want other animation to take priority.
Anyway, I guess I'll play around with it a bit and see if I can make it work. I apologise for asking before properly checking the docs
#

Any input would still be appreciated though.

lucid fossil
swift tide
#

neat

prisma solar
#

This is probably a concern before but has anybody imported from mixamo with animation, deleted all but the first keyframe then tried to add Unity IK?
I have this set up but the target jumps in animator preview.

#

The target movement does bend the thumb though.

#

Or am I looking at this incorrectly...

#

In game play I can not move the target.

wind smelt
#

Is there any way to play an animation clip, at a set point, reverse (backwards)?

#

Trying to set up stagger animations for when you swing a sword

spare ginkgo
wind smelt
#

Wait actually, that might work if I blend

#

Is it something with like crossfade ?!

spare ginkgo
#

Otherwise, consider IKs

wind smelt
#

How would I blend?!

spare ginkgo
#

The animator does it automatically?

wind smelt
#

ahhh, hold on

spare ginkgo
#

You can adjust how abrupt the transition is, and make the swing state interruptible in the transition to the stagger, or link the 'Any' state to the stagger.

wind smelt
#

When an object is hit, I call the stagger animation as it is linked from the "Any State"

whole ice
#

Are blend trees performance heavy?

true patrol
#

hey my client wants to use 2d animator tool for our game, but he also wants player and ai to switch between directions, 4-directional movement and use 2d skeleton, so now i need to create 3 bodies with skeletons inside a single character, is that okay to do?

worthy patrol
#

Hey I just put images in the Animation window in unity (2D) and the animation is playing at rapid speed how do I make each frame last longer?

#

?

echo plover
#

Anyone know why the magicavoxel models i'm uploading to Mixamo have no texture?

#

There's a PNG with the palette on the zip i'm uploading

heady nymph
#

https://gyazo.com/ed2166d70cec4ec7450fc227af9ae4dc
So my unity is being cursed. I’m trying to make an animation where the rock you see moves across the Z axis via position. Now from where it starts to the left is fine. I want to put a key frame to put it in the front and then go to the original position and repeat. The issue is that unity does not want to do that. It keeps awkwardly slowing down when it goes from the right to the original spot, and sometimes it won’t teleport to the other side and slowly move there instead.

How do I fix this?..

graceful cosmos
# echo plover Anyone know why the magicavoxel models i'm uploading to Mixamo have no texture?

Yes, mixamo idt ever deals with the textures at all. You have to use the boned model after you download it, make a material, and reinsert the texture2d to each slot. At least that's what I've had to do every time I've used Mixamo to bone my models..., though be careful.

Mixamo makes texture sets in the animation fbx like any assigned materials in the uploaded fbx, so if you only want to have one material address the single UV model, either download without the mesh, or make sure you don't have any materials assigned before upload, otherwise, you'll be adding the same material however many times you've created materials. Very unoptimized to say the least... it happened to the model I'm using below, but I have a question about it which I will ask separately...

echo plover
#

Kinda sad it's broken because i've seen people on youtube export with full colours

graceful cosmos
#

Hmmm, if so, I've never had that happen... then again I use Blender to make my fbxs to upload to mixamo, and Blender is bizarre to say the least. It's possible to include the textures in the fbx itself, but it varies depending on DCC. I can include the textures if I wanted to, but that just makes a very large fbx file... your software probably has the same option to export the fbx with textures... @echo plover

heady nymph
#

Is there no fix for my problem?

graceful cosmos
# heady nymph Is there no fix for my problem?

If I knew I'd help you, it reminds me of some simple keyframing transform in the x or y axis in the timeline, but my brain is burnt. Idk if Unity itself has ppl knowledgeable that (wo)mans their discord on weekends...

heady nymph
#

What a shame.

graceful cosmos
prisma solar
# heady nymph Is there no fix for my problem?

Maybe I can earn my keep with this one:
I put an FBX character through Blender, Mixamo, Unity.
The UV was correct but didnt come out through Mixamo.
I found that the normal and texture maps somehow did not stay connected.
In Unity I clicked on the materail and found I had to restore the map selections in there.
Then I had my UV mapped character in Unity through the import/export steps.
No getting past this I now have my character in Unity and on to the next headache.

heady nymph
#

That has nothing to do with my issue..,

prisma solar
#

Has any one comingled Mixamo with an animation import with Unity IK? I get this.
It looks like the Animation and Unity Ik conflict in some way.
By these messages it looks like once in the timeline I am stuck there and cannot work moving model parts in the scene panel anymore.

graceful cosmos
prisma solar
#

Which can lead to all kinds of headaches.

#

It is simple to bring in a model and have it perform canned animations. But the tweaking is where the corruption arises.
I have been on this now for 6 months.

graceful cosmos
# prisma solar Which can lead to all kinds of headaches.

Oh great, at least I have something to look forward to. I am concurrently going back to UE4/5 as a hedge to Unity can't do thatā„¢ļø But I'm hoping I can eventually get Unity to become an extension of myself, no different than my guitar, or car...

When you say tweaking animations, you are not making animations / using mocap in Blender or whatever, and then using blend trees or the animator to get what you want done, done?

#

My issue seems derpy by comparison:

//

All I want to do is have cinemachine follow my freakin Actor. What setting did I miss. Note, 7D2D is using the Unity I'm using for this... for my machinima I don't necessarily have to use this old a Unity, but this should be derp simple. This is a question to the total of the community that has knowledge to solve this simple issue... or should be simple issue of the camera following the freakin actor (!)

prisma solar
#

Nothing in Blender. I worked there for 2 months and the rig to Unity is a pain if not a complete abomination compared to Mixamo.

graceful cosmos
#

So the tuts that go: look in the Avatar thingie, you assign the bones or reassign bones as necessary, and voila humanoid, or whatever and your golden, is a lie (!) What if you rig with auto rig pro, does that make any difference?

prisma solar
graceful cosmos
#

Fml.

#

So in effect, Unity devs develop the things required for their example animations or whatever, and that's it? I thought China got involved in Unity and that should make it better, no?

prisma solar
#

Your statement is 100% onboard. But China might be on their own path. I got 40 years devving and I have seen noobs throw their simple shat out their thinking they did something or hide from the fallout.

graceful cosmos
#

Understood. What are you trying to do with your animations, i.e., games or machinima?

prisma solar
#

You are not alone in your trails, my friend.

#

Both. Adding human characters is what threw the shoe in the gears.

#

I can machinama like platinum when only dealing with machines.

graceful cosmos
#

So games like Valheim accomplished something that is rare, i.e., their player characters and NPCs work?

prisma solar
#

My suspicion is they use Blender and UE for creating models then use Unit just for physics. I not EU.

#

...previous work

graceful cosmos
#

k. Just to make sure I understand you. The humanoid animation system is technically fubar'd?

prisma solar
#

Yep. All else is gold. I have over $1k in assets pertaining to everything but Humanoids. But machines with out humans miss the punch.

graceful cosmos
#

So this is like Daz, it's just a mechanism to sell the assets on the asset store, potentially?

#

In the worst case, can you just use canned animations/mocap and blend what you need in the order you need it as a stop gap?

prisma solar
#

Yep. I have FastIK, FInalIK and Umotion. They work but you WILL stop when you find the weak point.

graceful cosmos
#

I see.

prisma solar
#

Correct. Sad but that is what it is till somebody can prove me wrong. And good luck with that. I have been in contact with numerous capable people that are fried.

graceful cosmos
#

So for "simple" stuff like 2D blend trees, where you can make your player character runaround and turn, that's it?

prisma solar
#

You stay with canned and your efforts are like all the other simplistic copycat crap out there.

#

I am waiting for the 'first person shooter' scheme to die out.

graceful cosmos
#

So stuff like this over a year ago, is derivative? https://imgur.com/MH8s7em It has sound, it was a dance sync test. You can only here the sound in browser, so "original."

#

So all the killing games are there because that's all the tech can do!? I thought it was a great conspiracy by our gov't to just get more soldiers.

prisma solar
#

Its really all about shaders too. You nail this one and all of sudden you see what the big movie houses are doing.

graceful cosmos
# prisma solar https://www.youtube.com/watch?v=HaOmp140NvU

Well, HDRP is the only way to go then... and that has it's own idiosyncrasies I've noticed. With UE4 as above, the shading editor can get very deep, even if each individual thing you need to do seems simple by itself. I had pretty large shader networks.

ok, I'm gonna walk this off, not a good Saturday then (!) Stay safe and enjoy what you can for as long as you can. I have some thinking to do.

twin musk
#

Is there like a really easy way to animate models, even if the quality is lower?

I just want to make a game with simple models like this ,but rigging and animating is so confusing, and I rather do something else than learn to animate and rig in blender. I also cant afford an animator right now

graceful cosmos
# twin musk Is there like a really easy way to animate models, even if the quality is lower?...

Neither rigging, nor sadly even animation is trivial. I went thru a rigging course by Pierrick Picaut and I thought, ok, rigging, check. Now animation should be simple by comparison. No, no it wasn't. Rigify can help some, but without good courses, and there is a whole cottage industry of courseware and tuts that teach without teaching, i.e., leave out a critical step or two or three, such that you can't recreate what you're being shown also exists.

Don't expect to figure anything out, from Blender to Unity without being taught. If you think you can figure it out yourself, you are mistaken, or are a vampire and have 100 lifetimes to invest in the millions of combinations of things before you random walk to the correct answer(s). That's why my caveat emptor with courseware. Then you can buy or invest time in courses that don't actually teach you anything. I've had that with SideFX's Houdini. They are the best at tutorials that don't teach the subject they advertise they are teaching. I have multiple masters degrees, two in mathematics, so it ain't that "math is hard." Not to mention military testing that ranked me in the 99th percentile, so I know, "it ain't me, it's you courseware!" But given I know, idk what idk out of specialty, I will have no chance necessarily without dumb luck to fill in what was missing... so I move on.

Then, if you want to render your machinima before your life ends, real time renderers are the way to go. Eevee is so bad, I don't see the point except for LookDev. I know UE4 can create Cycles/Redshift/Arnold level renders for animations and it's magnitudes faster than any DCC render engine. I'm trying to see what Unity can do, but Idk, I'm getting concerned.

twin musk
#

ooh, I see...

hollow trout
#

any1 here has blender?

#

so i have to render and send 3 animations(in blender) in around 9 hrs my pc is very slow... any1 wanna render them for me?
its my 1st project and im getting paid 2000 rupees(indian) so thts around 25 dollars
if ur up dm me we can discuss a price

old kayak
hollow trout
#

k

hybrid tinsel
#

@graceful cosmos honestly, it sounds a bit like that the tool you need is a ladder. So you can get the heck over yourself.

#

@twin musk if you've done the rigging already, you can absolutely animate something like that ant in unity directly.

#

I'd suggest using the rigging package to set up IK on the limbs, but that is absolutely not required, it just makes things easier.

twin musk
hybrid tinsel
#

Awesome! :D

#

For the ant, just remember that they usually lift three legs at a time, so they always have three on the ground. So a bit different from the gecko but not really harder to program.

hybrid tinsel
graceful cosmos
hybrid tinsel
#

I don't remember Feynman ever saying 'Don't expect to figure anything out.'

#

Most of the people here are self taught to some degree, and there is a massive support network. But throwing a fit and shouting at people that things are utterly futile might actually convince someone not to bother, which is really a bad thing.

#

Some newbie comes in here asking a reasonable question and the first thing they see is someone 'with two degrees' say not to bother?

graceful cosmos
# hybrid tinsel I don't remember Feynman ever saying 'Don't expect to figure anything out.'

I was recalibrating his expectations. Saying both rigging and animation are not trivial in no way says don't do it. It says, expect to take time.

Random walks in complicated terrain rarely get you anywhere you want to go. But I'll take your suggestion about marking a different bone, ty.

I've had a lot of experience with inductive learning, and it's not fun, time efficient and sometimes not even effective. Given I'm older, I don't have time for that.

hybrid tinsel
#

And no, there is no magic tutorial that will immediately teach you everything because even the people making the tutorials are still learning. Especially something like unity animation which changes with nearly every release to some degree, usually with poor documentation. There is no conspiracy of tutorial makers to keep you oppressed; it is just that there is so much to learn, and everyone learns a little differently(or a lot differently.)

graceful cosmos
# hybrid tinsel And no, there is no magic tutorial that will immediately teach you everything be...

There's a difference between making tutorials and omitting stuff by accident which wouldn't always cause catastrophic failures, and strategically leave things out, which I have experienced with Houdini courseware that wasn't cheap at all. Not to say I think between Niagara and Visual Effects Graph, I can do what I would have wanted to do in Houdini (I'm not trying to polish a Disney turd, that can only be done with Houdini, I concede that.)

hybrid tinsel
#

Well, obviously specific tutorials can have problems. I personally have a big problem with a certain very popular unity tutorial maker whose tutorials are outright bad. I don't think it is deliberate even with him.

graceful cosmos
#

In most cases I have found I need 5 looks with a subject before the overlapping omissions become clear, if those aren't using strategic omissions to "teach without teaching." 20 years ago, I would only need 2 looks... Idk if it's early onset demential, the spike protein, or the level of complexity and diversity of skills I need to become competent in, as I've grown older is the issue.

There was a guy further up the thread that said, there are competent devs that have hit a road block and can't solve some issues with how the tools in Unity work together, or don't work together in his case. Given Idk Unity well at all... I'm hoping that's not the case, but at the same time I am now chastened.

hybrid tinsel
#

Unity isn't perfect, for sure. There are a lot of rough edges.

graceful cosmos
#

Well, I'm just trying to map the problem space, trying to understand what the real issues can be, and what is just my ignorance atm, or that of others.

graceful cosmos
#

I'm on a potato, I'm firing up my old workstation to see if I just pointed to the wrong bone with my "simple" follow camera...

hybrid tinsel
#

That assertion is a bit confusing since it keeps saying 'unity IK' when I think they mean 'humanoid IK' which is indeed only for the humanoid system and not generics.

#

You can use the animation rigging package IK or any other IK system(including writing your own) along with 'generic' unity animation just fine.

#

And it is also confusing as to exactly what behavior they're talking about in terms of interconnectivity; they are in fact separate systems even though they work together somewhat.

graceful cosmos
#

ok, I'm coming from UE4. When you say state machine, you mean in the animator window? Where there can be blend trees that contain blend trees?
I saw that Humanoid has to be selected in the drop down menu, but Idk why IK rigs have to be selected/used at all, given my rigs could contain IK info. I did see I think in Auto Rig Pro saying it doesn't export IK control bones...for Unity compliant rigs...but I'm not that far in to doing that yet.

solemn blade
#

Hey all, I am trying to setup bases for my characters, and I have a male and female base. Then I made a version of the rig where they are both mounted on a horse. I have set these as Generic animation/rig type. I exported a test animation based on the mounted male, and tried applying it to the mounted female, but it appears the male joint locations are applied to the female. I have seen this work correctly on the Humanoid rig type, but how do I make this work on the Generic type?

hybrid tinsel
#

@graceful cosmos@solemn blade Perfect timing, Jackdaw, to be used as the example in my explanation of the difference between humanoid and generic animations šŸ˜„

#

The main uses of the humanoid animation system are for the built in IK and for 'retargeting' animations from differently proportioned or differently set up humanoid characters.

#

Humanoid animations can be retargeted because all the transform information is converted to virtual muscles on a human body. Generic animation clips can't be retargeted the same way because they are literally just a collection of transforms for each bone.

#

By the same token, you can no longer use generic animations to control a humanoid because it is expecting humanoid animations.

#

Or rather, you can but it can cause errors.

graceful cosmos
#

So, generic animation becomes a unique animation for a specific rig only. You can't share animations like you can with Humanoids?

hybrid tinsel
#

Correct.

graceful cosmos
#

Even if the rigs are identical, only the skin weights are different too, i.e., I weight painted one differently than the other?

solemn blade
#

is there no way at all to share anims? like excluding transforms and including rotations?

#

I assume different weight paints should work, it's about the bone placement

graceful cosmos
hybrid tinsel
#

@solemn bladeYou probably can, but that would be a matter of editing the animation rather than something you'd do with unity. You could try writing an import preprocessor that will do it, but setting up the animation that way in your 3d software is probably easier.

hybrid tinsel
#

@graceful cosmosIf the rigs are identical, they can be shared; Jackdaw's aren't because of different proportions.

graceful cosmos
hybrid tinsel
#

If you actually remove the position information from the animation it may well work, as long as the hierarchies use the same naming scheme.

#

You just won't get any sort of adaptation to limb length, etc.

hybrid tinsel
#

Unity animation clips are based on hierarchy structure and object names.

solemn blade
#

so how would I go about removing the position information, I mean?

hybrid tinsel
#

Depends on your animation software.

#

There might just be an option in the software not to save position keyframes.

solemn blade
#

right so you mean only exporting the rotational values, I could give that a stab

hybrid tinsel
#

You could also convert it to a unity .anim file, open it in a text editor(or script) and remove all position keyframes there as a bit of a brute force method.

solemn blade
#

ah that's something I could try too, interesting

hybrid tinsel
#

Yet another option would be to use IK inside unity for the character limbs, and use the animations to animate the IK controls.

#

Then if both characters used the same IK setup, the animated controllers would work for either

solemn blade
#

ok, and just to be sure, considering I have the male/female also without the horse and they use the Humanoid animation type, is it anyhow possible to attach a Humanoid rig onto a Generic rig (the horse has a saddle joint)? and then put a generic animation of the mounted person on that? I assume not from the information this far, but good to ask still

hybrid tinsel
#

There's no reason you can't do that.

solemn blade
hybrid tinsel
#

An animator on a child object overrides the animator on a parent.

solemn blade
#

ok, so that would work? hmmm

hybrid tinsel
#

You don't even need to parent it; you can use a parent constraint.

solemn blade
#

so the animation itself including the horse and rider animating together on one root, that can be applied to a horse rig with a Humanoid rig parented under it?

hybrid tinsel
#

No.

#

They'd have to be separate animations.

#

A generic horse animation on the horse, and a humanoid rider animation on the rider

solemn blade
#

Oooh ok, makes sense. Thanks for the great tips! I know what to look for when looking into this

hybrid tinsel
#

I personally mostly use generic animations, since I mostly do 2d.

graceful cosmos
#

So like Reallusion's Cartoon Animator, but in Unity?

hybrid tinsel
#

It is a more specialized animation system with some benefits and some limitations.

#

A lot of people associate 'IK' with it, because the humanoid has built in IK, but you can use other IK systems with generic animations just fine.

#

I've not used cartoon creator.

#

Unity's 2d animation system is basically a full polygon-and-bone rigging system. I really am not sure why they don't make a 3d rigger inside unity that uses the same tools.

graceful cosmos
#

I'll bet because other software companies would prefer to keep that sector of the market theirs?

So, if I had a flying mech or something and I needed the landing gear to come down, that form of IK is handled in Unity too?

hybrid tinsel
#

No reason you couldn't.

graceful cosmos
#

k.
I got cinemachine to target the neck or the second spine bone and now it follows as I expected. Unfortunately I made a 8.6mb screen cap, though game bar of course said 8.0mb and lied...

#

I don't want to fire up my new workstation, but I just realized I allow my old workstation to access the internet... so I'll online convert to WebM...

hybrid tinsel
#

One thing to note is that there are literally dozens of IK systems for unity. Aside from the humanoid one which is built-in, the official unity one is in the animation rigging package, which has all sorts of procedural animation stuff in it. That tutorial I linked has a very basic IK script in it.

#

You really can pick and choose the one that suits your needs.

graceful cosmos
#

I don't see the link (!)

hybrid tinsel
#

The rigging package is in the package manager

graceful cosmos
#

Oh, sorry, I saved that one, ty.

hybrid tinsel
#

I mostly use the IK in the 2d animation package, but as you might guess from the name that is for 2d šŸ˜„

graceful cosmos
#

Unless you make the quad always face the camera and you do games for kids... they may not realize it... I was thinking of actually using the two together if that's possible... it's in effect what the particle system and the Visual Effects Graph things do, I think...

hybrid tinsel
#

That is what my game does

#

I mix sprites and 3d pretty freely

graceful cosmos
#

k, cool

#

I didn't target his package... but it works, so I'll call it good enough...

hybrid tinsel
#

Try zeroing out the offsets

graceful cosmos
#

Maybe I'm not using the right things to frame the subject then... cause I think without changing those I didn't have the whole body in view... I'll check that out.

hybrid tinsel
#

Personally I prefer to add an empty object to use as the target so I can just move it around

faint nebula
#

not sure if this question goes here or in one of the programming channels but Is there a way to compare two blend tree parameters against each other in an animation transition

hybrid tinsel
#

Though depending on what you need you might be able to.

graceful cosmos
#

It's possible what you want to do can be handled "easier." Maybe presenting what you want to do, PinballKitty would know a more parsimonious way to do it Tundra...

hybrid tinsel
#

More likely someone else; I'm terrible at coding šŸ˜„

graceful cosmos
#

No, I mean possibly there's a function without needing to code to do what (s)he wants to do...

hybrid tinsel
#

But working out the specific task is definitely step one.

graceful cosmos
#

Cause when it "didn't work" before I did try an empty, but I may have parented it to the whole mesh, which creates that root parent that doesn't work...

hybrid tinsel
#

Right. You'll want to parent (or constrain) it to to whatever bone you want to follow.

faint nebula
#

Im having a directional attack animation play based on where the users cursor is when it is triggered. Currently my parameters only allow for left and right as its checking if the cursors x position is right or left of my character. My intent was to have the other animations compare the x and y value of the mouse and choose an animation based on which is greater but you cant compare parameters in animation transitions. (This is probably a terrible description lmao)

hybrid tinsel
#

Though nothing is stopping you from just having a free floating target. In my game the camera switches between following the character and following the cursor

graceful cosmos
#

Tundra's problem is interesting, so I'll wait if you have anything to add for him, ..., and anyone else out there that would know!

hybrid tinsel
#

@faint nebulaYou can use a 2d blend between the multiple animations, though that might not work well if they aren't animations that can be interpolated between each other.

#

I'd personally set a third parameter in code based on the mouse position

faint nebula
#

what would you set the third parameter as

#

just a boolean if one is greater than the other?

hybrid tinsel
#

Probably.

#

Think of it as similar to how you'd use a grounded check

#

Alternatively, you could use an int which would let you use any number of explicit variations

prisma solar
#

Is there a static humanoid attention animation any where?
This would solve a lot of problems with imported rigs with no movement.
Character would be feet on ground (y = 0) and standing at t pose?
This would solve so many Unity interface, rig, and IK problems.
The anims from Maximo all have starting keyframes in a transformed position.
I have used the first keyframe of maximo@waving anim but there is still an initial twitch.
The muscle mappings do not keep. I have no clue what they are used for when you make adjustments and they do not persist when switching back to mapping then back to muscle settings.
Some body has to have an answer for this.
I guess I will polute this channel ad infinitum till Unity or some answer appears.
I am not alone in the effort. Anbody that wants humanoid with no animation will run into this problem too. The model falls to hanging crouch otherwise.

twin musk
#

I have a question. For procedural animation in blender, do I have to rig it first in blender? Or can it be rigged in unity/

twin musk
#

Alright.

#

thanks for answering my question

fallen igloo
#

could someone help me with implementing an animation clip?

#

im having trouble with the trigger parameter

old kayak
#

<@&502884371011731486>

swift tide
#

scwhingy

hallow vigil
#

How would i make an animation loop int parameter amount of times before transitioning to another animation? I'm making a shotgun and it reloads n amount of bullet shell depending on how many theres space for.

agile solstice
#

Perhaps with an event that deicrements ShellsToLoad when the shell enters the gun

hallow vigil
hallow vigil
unique mountain
#

can someone help me urgently?

#

this is the problem: when my player reaches 0 health, it instantly appears the death menu, however, its not giving time for the death animation to reproduce

#

like, the menu appears way before the animation does

uncut salmon
#

Use an animation event at the end of the death animation that calls a function that shows the game over menu.

unique mountain
#

I honestly dont know how to do that... sorry, my programing level is pretty horrible honestly

twin musk
#

so I have the model rigged, but when I move the bones, it dont move the model at all and I am not sure what I am doing wrong.

hybrid tinsel
#

@twin musk I don't use blender but did you bind the vertices to the bones and add weights?

twin musk
#

oh, no.

hybrid tinsel
#

The bones themselves are just transforms, really. You need to let it know what vertices to attach to them.

#

I don't know the exact procedure in that software but there should be tons of tutorials

twin musk
#

I see. Alright,that explains it. Just attach it to the vertices and weight paint. Alright, thanks

lunar brook
#

Hey im training with perspectives

fervent mica
#

can we use cinemachine camera with timeline?

charred belfry
fervent mica
orchid finch
#

Does anyone, by any chance, know how to convert those seperate .fbx animations into .anim files?

thin ginkgo
#

hi there i have a problem. i have a made a charactercontroller (Tps) my animations are 8 directional (forward/backwards, left/right and diagonals) i use avatar mask for the whole body for movement and an upper body mask for the guns. when the player walk he always should face forward (aim) that works. but when i shoot or reload which is played with upper body mask then it rotate the upper body in that direction of the lower body. i think the problem is the spine bone. that one is not fully facing forward always.

#

any ideas how to solve this?

twin musk
#

I'm not sure if I should ask this here or in #šŸ”€ā”ƒart-asset-workflow , but let's start here. Can I get some help with topology for animation (for a humanoid body, not facial animation)? I'm mostly asking if someone could point me in the right direction, or provide me with some resources that could help me learn.
Researching by myself I wasn't able to find a conclusive answer.

swift tide
#

So all my animations arent exporting from my Blender fbx, and I think it might have to do with me fiddling with the Fake User thing with the Action Editor

#

What governs what is being exported because this is making me go insane

#

All actions in the Action editor are marked with "F", whatever that means

heavy rock
#

Hi guys, we are trying to export our animation through Blender in FBX for our unity game, but noticed some slight changed in the animation. for example, the hands started moving when they are normally constrained and stuck to a bone
Is there like a checklist that we have to take a look at when exporting for unity?
Everything looks great in blender itself, but after export and import back in blender you can see the same problems

#

Left is blender (correct animation) and right is when imported in unity

twin musk
#

@heavy rock maybe your hand ik target is parented with offset to the hip bone?

#

Or the spine base bone.

#

And you subtly move it.

#

And then you have like a driver parameter contrlling whether the ik bone should stay local to the hips or keep its place in worldpsace.

#

Anyone know why my import settings are missing the XZ and Y root motion settings?

hybrid tinsel
#

@heavy rock blender constraints aren't exported.

heavy rock
#

oh, really?

hybrid tinsel
#

As far as I know the only software that exports constraints Unity can use is Maya.

heavy rock
#

So what do you suggest doing instead?

#

Blender isn't good to make animations in then for unity?

hybrid tinsel
#

You can bake the animation in blender before export, or add constraints inside unity.

twin musk
#

Blender is supposed to key the final positions on export tho.

heavy rock
#

The animation is baked

#

But it's not only the hands, the neck as well, when you export FBX, and import back in blender, it's different

twin musk
#

Are you using Object Constraints or Bone Constraints?

heavy rock
hybrid tinsel
#

Can you crop your screenshots? I'm on a tiny phone

heavy rock
#

I parented the ik hands with the thighs
"child of" parenting

hybrid tinsel
#

And you're sure the ik was baked?

heavy rock
#

keyframes changed after exporting to FBX

#

And the two neck bones are suddenly separated as well

hybrid tinsel
#

Did you use key reduction or anything?

#

I'm not a blender user so I'm not sure what to suggest there

heavy rock
#

You use Maya you mean?

hybrid tinsel
#

No

thin ginkgo
#

Are that disclrd just for asking question lr will they also be answered? šŸ˜‚

hybrid tinsel
#

@thin ginkgo ?

hybrid tinsel
#

I mean, there's no guarantee that anyone will be able to solve your problem.

#

Except maybe a spellchecker.

twin musk
#

I don't think arm related animation should have the spine bones at all in their mask.

heavy rock
#

@hybrid tinsel I'll ask my animator to come real quick as I'm the project manager

fluid pasture
#

halo im here

hybrid tinsel
#

Hiya. I really dunno what to suggest since I know nothing about blender but what I've learned in here...

fluid pasture
#

okay thanks for the help. Is there anyone here thats a pro god at blender

tawny tangle
#

can someone help please, i want to move my cube obstacles but if i prefab them with the same animation they will be on the same place, do i have to change the animation every time if i want them to be on different place

uncut salmon
#

You need to change your animation to animate the child, not the root objec.t

#

For example, put your model as a child of the root obstacle object. Then the animator animates the cube child.

tawny tangle
#

@uncut salmon this is what happening, and i want to move a distance and not to that place

uncut salmon
#

Everything i said prior to this still applies.

tawny tangle
#

so i need to animate all childs

uncut salmon
#

Where is the animator controller right now, for these platforms?

tawny tangle
#

on the animated cube

uncut salmon
#

Right, so you need to make a child object, put your cube (mesh) there, and animate the child instead.

#

This will let you position the prefab anywhere, as the animations will then be local to that object.

#

You will also have to reanimate it once you rechild the model.

tawny tangle
#

so i've created a parent empty object with an animator controller, animated a single cube going left and right, added other cube with the same animationclip and still goes to the same position as the first animated one, my animations are not being local for some reason, sry for bothering again i am just slow to udnerstand things

uncut salmon
#

Show your setup

tawny tangle
uncut salmon
#

So the issue again, is that you're trying to use a root object to animate multiple cubes.

#

You're confusing yourself.

  1. Delete all these cubes

  2. Create one MovingPlatform object

  3. Child the cube mesh to that object

  4. Add an AnimatorController to the root MovingPlatform object and animate the child cube mesh going back and forth

  5. Duplicate the MovingPlatform object and position it elsewhere

tawny tangle
#

oh i got it now, thank you šŸ™‚

mortal fern
#

I'm having an issue here. I set my animator's trigger and then try to get the length of the current animation state. The problem is that it returns the animation state of the PREVIOUS animation rather than the new one that the trigger is supposed to be setting it to

#
   Debug.Log(tempAnim.GetCurrentAnimatorStateInfo(0).length);```
hybrid tinsel
#

@mortal fern triggers trigger on the next frame.

mortal fern
#

so what should I do then

#

I figured that was the issue but idk how to combat said issue

#

@hybrid tinsel

#

I GOT IT

#

IF I PUT "yield return 0" IT WILL WAIT A FRAME

#

LET'S GOOOOO

hybrid tinsel
#

Right. That might not always work, since the animator might trigger later due to asynchronicity, but it should work most of the time

toxic storm
#

re posting for hopefully a better time of day.. does anyone have experience moving assets from unity to edit in other 3d software? i am attempting to export an animated model to FBX, but it seems that no matter what i do, the bone positioning is completely mangled... i've tried it in both blender and 3ds max to pretty much the same results. if i export static meshes it's fine, but as soon as i include rigging and animations, everything breaks

old kayak
toxic storm
#

nope, it's a regular skin mesh (creature)

#

i gather the issue is somehow related to axis positioning, but i've tried several combinations to no success

#

and the animations do "work", it's just.. none of the bones are where they're supposed to be

upbeat valve
#

hey guys, i wanna know something; i should join the gun ot the Arm to make a reload animation?

swift tide
#

There are many ways to "join" something with eachother, but if you want to make an animation with the rig and gun, you want to look into parenting them instead of literally joining the meshes

swift tide
# upbeat valve hey guys, i wanna know something; i should join the gun ot the Arm to make a rel...

https://youtu.be/IV6XP-EDzw8 This video seems to explain what you're wondering

Thanks for watching and happy new year, thanks for all of the support recently. I have a few animations planned, then I’ll release a similar tutorial for 3DS Max. Thanks to everyone who helped with this tutorial :)


Blender Rigs Repository: https://docs.google.co...

ā–¶ Play video
upbeat valve
#

idk, im kinda tired Xd

swift tide
#

šŸ‘

lost urchin
#

Why when i drag animations in timeline they become gigating(slowed down) even though unity sees their proper lenght?

thorn moat
#

@tawny tangle you can use an empty to offset it

#

oh my my internet was broken what the hell

#

sorry for the @ bruno

#

Hey guys any idea why shape keys made in blender wouldnt appear when imported into unity? The workflow ive seen is people just save a file and drag it in and it just works

marsh ivy
#

I want to get those other animations onto this mesh/prefab

#

I got it from mixamo

#

the model and the animations

hybrid tinsel
#

@toxic storm how are you exporting it? Are the incorrect offsets the same every time?

toxic storm
hybrid tinsel
#

And if you just export the animation without the model?

toxic storm
#

looks like the same issue happens, it exports "successfully" but all the bones end up in the wrong places

#

i suspect it has something to do with these settings when i import the fbx to blender, but i have tried at least a dozen combinations and they're all just broken in differing ways

hybrid tinsel
#

Maybe one if them has done it

toxic storm
#

alrighty \

sand shuttle
#

I remember solving this a while back but I don't remember the solution; I've got a 2D game with a moveable pixel art player character, and whenever the sprite moves it sort of jitters accross the screen

#

I think I changed something to do with the graphics options?

hybrid tinsel
#

@sand shuttleUse the 'Pixel perfect' camera from the package manager

quaint nexus
#

Hello good folks, i am pretty new here, and honnestly new to gamedev/programming in general ;i need a lil bita help if some of you could spare some of your valuable time;
so i downloaded a sliced sprite sheet, it has pictures in PNG format
when i import it to unity in the project tab all goes well
when i change the pictures to "sprite 2d(and gui)"
i apply and all goes 'presumabely' well
but when i drag say a picture to my scene i get black triangles...
here's an example

#

and here's what happens when i drag it to my scene

#

or is this a case of strictly bad assets?

cinder geode
#

How do you make multiple objects play the same animation in sync with each other? I am making a 2d game and have several instances of the same prefab with a looping animation and I just want it to play relative to game time instead of the object's creation time. Is that hard to do?

tawny tangle
#

hi anyone knows why i can't use different animations clips in different objects but for the same animator, neither of them are the default ones but they will both have the same that i select as an active

cinder geode
rustic geode
#

how do i make it so a new attack animation plays everytime a press left click

#

so i dont get the same animation two times a row

#

using random.range sometiems gives me same animation in a row

cinder geode
#

How many animations do you have?

rustic geode
#

3

#
    {
        int randomAttack = Random.Range(1, 4);
        anim.SetTrigger("Attack" + randomAttack);
        
        


        
    }```
#

@cinder geode

cinder geode
#

Maybe add a class variable that is set to the last attack used, and while the random number gives the same result then re-roll it?

cinder geode
# rustic geode how would i do this
class MyClass
{
    private int lastAttack = -1;
    
    private void Attack()
    {
        int randomAttack = Random.Range(1, 4);
        while (randomAttack == lastAttack)
        {
            randomAttack = Random.Range(1, 4);
        }
        anim.SetTrigger("Attack" + randomAttack);
        lastAttack = randomAttack;
    }
}
rustic geode
#

actually

#

let me try this out

cinder geode
rustic geode
#

Ah

#

ok

hybrid tinsel
#

@quaint nexus you are in wireframe view, so you are seeing the wireframe instead of the texture.

#

The triangles are the mesh boundaries generated by the sprite importer

quaint nexus
#

ā¤ļø

sand shuttle
#

@hybrid tinsel didn't fix it :/

brittle iris
#

hey guys, short question, #šŸ’»ā”ƒunity-talk mightve not been the right place, so im trying here, i implemented all of my gamelogic/game with just a placeholder capsule as my player model
now im trying to add a mesh to the player model thing but for some reason the chest and arms are not shown... any ideas?

#

so i have these 2 meshes ch44 in white and ch44 in black

#

the white one has all the arms in tact etc but the black one does not, but when selecting a mash for my player prefab i can only select the black one

old kayak
#

i suggest putting your scripts on the model prefab instead of trying to stick the mesh into your placeholder

brittle iris
#

hm yeah that could work... im just sorta scared to mess smth up there

old kayak
#

just keep your capsule around as a backup

brittle iris
#

i guess ill try that

#

thanks for the tip

brittle iris
#

can someonehelp me getting animations from mixamo to work?

#

i have the model and 4 animations

#

and already created an avatar from the model and assigned it to the animations

#

but when i go into the animation window of my playerprefab

#

it says everything is missing

#

fixed, i forgot to assign the new avatar in the animator tab on the gameobject

rustic geode
#

whenever i walk or run my animation isn't synced up with my speed, anyone know how to fix that , people said something about root motion but im not too sure?

fleet salmon
#

I want to juice this up a bit. There's 3 steps to this animation:

  1. Move a piece (in this clip, linear 1000ms)
  2. Upgrade the piece (in this clip, this happens instantly)
  3. Destroy the merged pieces (in this clip, 300ms linear to random direction out)

Any thoughts or suggestions? I can tween this pretty much any way you can dream up.

uneven rose
fleet salmon
#

K. I'm going to see if a small "wind up" to step 1 helps.. like "smoothstop" it out then "smooth start" it into place

#

i don't know if that'll look nice

grave dune
fleet salmon
#

Ok, lemme do one step at a time - I can maybe alpha -> 0 the pieces as they're destroyed

#

and shrink them too

#

ha. bugs.

grave dune
#

Classic.

fleet salmon
#

standby while I de-idiot myself

#

I'm apparently having extra trouble with the deidiotizer tonight

#

Step 1 with "swing"

#

i'll make the step3 pieces shrink to 50% as they fly off (and sync up the steps, i forgot to change the timing)

#

hm... better but .. doesn't feel quite.. juicy

#

how about moving the "destroyed" pieces into the upgraded piece at random speeds.. like it's sucking them all up, and when they're all sucked up, then it upgrades (last)? maybe with a grow/upgrade/shrink?

#

or the grow could be while it's sucking them all up

fleet salmon
#

Not sure it's really looking all that great. 😐

fiery pulsar
#

what if it grew for a shorter period of time, then when it shrinks, it 'overshoots' a bit before returning to normal size?

agile solstice
#

@real sun Often game characters have separate animations for upper body and/or lower body actions, which can be combined with the animation layer system

real sun
#

Thank you

tawny tangle
uncut salmon
#

That drop down has nothing to do with setting the default animation on an object's animator. It's just a list of animations currently on the animator.

#

In the animator, the yellow animation is the default. Right click any and "set as default" to change it.

tawny tangle
uncut salmon
#

Or use animator parameters that transitions from the default idle (or anystate node) and call the parameter in code.

#

Then set the type on a script on the platform prefab.

teal wind
#

Can legacy animations still not change materials on objects? Trying to swap materials and it just sits there lol

quiet nexus
#

Hey what apps that use to make anination for unity in genral

thorn wind
#

I am trying to make a respawn screen fade in on a GetKeyDown that I'm calling in Update(), but this isn't working:

#

I was trying to use a SetBool, but I wasn't sure where I need to connect it to?

#

Nvm, got it. Fix was to make an empty state to transition from.

rustic geode
#

How would i make it so whenveer i hold down e a block animation continues to play

#

if i loop it

#

it loops the beginning of it as well, where the player starts to put this shield up but i dont wanna loop that

#

i just wanna loop the end part of it

agile solstice
rustic geode
#

i dont want that

#

i want it so when i hold e the animation continues playing

#

but then when i let go it goes back to idle

agile solstice
rustic geode
#

so firsly i have block as a trigger

#
    {
        if(Input.GetKey(KeyCode.E))
        {
            isBlocking = true;
        }
        else
        {
            isBlocking = false; 

        }
        if(isBlocking == true)
        {
            anim.SetTrigger("Block");
        }
        
    }```
#

private bool isBlocking = false;

agile solstice
#

You need to separate the 'blocking start' and 'blocking', like I said earlier
I recommend into separate clips

rustic geode
#

ah ok

#

i got thay

#

but what would i do from there

#

i have them as two seperate animations

#

@agile solstice

agile solstice
#

Transition to 'start blocking' when isBlocking = true
Transition from 'start blocking' to 'blocking' automatically using Exit Time
Transition from 'blocking' to idle or whatever when isBlocking = false
'start blocking' should not have Loop Time
'blocking' should have Loop Time

rustic geode
#

would i need one trigger or two triggers

agile solstice
#

Only one, unless you're using Any State to transition to all the clips
But I don't know your project so specifics of the implementation may differ

#

But you do see the logic here?

rustic geode
#

yes i think i understand

#

ill try it out and let u know what happens

#

tysm

agile solstice
#

Good luck

rustic geode
#

the mixamo with two areas is my start blocking animation

#

and the one with one arrow is my blocking animation

#
    {
        if(Input.GetKey(KeyCode.E))
        {
            isBlocking = true;
        }
        else
        {
            isBlocking = false; 

        }
        if(isBlocking == true)
        {
            anim.SetTrigger("Block");
        }
        if(isBlocking == false)
        {
            anim.SetFloat("Speed", 0, 0.1f, Time.deltaTime);
        }
        
    }```
#

Movement is a blend tree with idle, walk and run

agile solstice
#

You should probably use a bool instead of trigger

#

Trigger will return to false instantly so you can't "hold" it

rustic geode
#

from movement to start blocking i have bool blocking = true

#

from start blocking to blocking i have nothing, only has exit time

agile solstice
#

Assuming the exit time works correctly, something is probably overriding it
Perhaps the transition from start blocking to movement

exotic yew
#

hey all, i'm interested in learning how to create animations and use them for the standard asset character. i'm trying to import the character into blender, but the fbx files for the model and animations are separate. what is the correct process to use here so that i can play around with creating new animations for the standard asset character?

agile solstice
#

If they don't match it might be possible to make them match using "retargeting" but I haven't had to try that yet

exotic yew
#

my goal was to try and "play" the existing animation in blender just to confirm i had everything prepared to make a new animation, but from the sounds of your comment i don't need to worry about that?

agile solstice
exotic yew
#

oh the animation works fine in unity (i'm talking about the provided animations in the standard assets). i'm just trying to learn how to import the model and animations into blender so i can learn by changing those rather than starting from scratch.

#

in the third person pack, it comes with animations for idle/walk/run/jump. my exercise i've given myself is to make a "shoot" animation for the same model and add it into the controller. my thought to start was to import the model/animations into blender and learn how to start moving things around. but i've got 0 experience here and not sure if i'm going down a bad path.

hidden raft
#

Are those different sprites , like 4-5 sprites for each arrow or is there a renderer sprite property/component that I don't know of ?

old kayak
#

looks like an emission material/shader

swift tide
#

3D animation is interesting

#

I have this animation I'm proud of

#

But then I look at it from a certain angle and uhh

hybrid tinsel
#

@rustic geode why have block as a trigger instead of a bool?

rustic geode
#

I have it as a bool dw

hidden raft
rustic lark
#

hmmm my model goes above the transform position due to the animation. is there a way to find the model's location so I can move the rest of the object there?

rustic geode
mental marlin
#

How do people make animations for humanoid rigs? For example, I have a self made model from blender that is compatible with humanoid rigs and works well, but if I convert him to humanoid, all his imported animations break

gentle kiln
#

hello, can someone tell me how to increase the Animation Clip Length in the Animation Window?

weak sand
#

Hello, I'm having problem in Sprite Editor. I already have a png sprite sheet and set its texture type to "Sprite" and Sprite mode to "Multiple". The problem is that when I slice the sheet in the sprite editor, it won't slice each animations and the picture is still the same. Am I still missing something?

agile solstice
weak sand
#

automatic

agile solstice
# weak sand automatic

I can't think of a reason of the top of my head why it wouldn't work, but you could try slice by count as well, as it looks like your spritesheet is designed for that type of slicing

weak sand
#

Quite hard to get the perfect offset, but still thank you

fervent vigil
#

is it possible to make my animations look at the target while being animated?

agile solstice
#

Slicing with count I'd try 6 columns and 4 rows without any offset and see how that works out
If it doesn't, the spritesheet is probably not set up properly

agile solstice
fervent vigil
#

what's the difference between making an empty face the target or the actual character do so?

agile solstice
#

Object hierarchy allows objects to stack those values by inheriting them

fervent vigil
#

even LookAt, will get overwriten?

agile solstice
#

Same reason as when you animate a plain object to move in a pattern, then attempt to move the object in editor, it won't work because the coordinate changes are baked into the animation

agile solstice
#

Though not all animations do that, some may touch only the sprite that's being displayed, for example

#

But it's good practice to separate them using the hierarchy, so you won't run into issues later if you need to animate the rotation unexpectedly

fervent vigil
#

hmm the animations are from mixamo

#

I'm just using like a series of animations to display as if it's one animation being done

agile solstice
#

If it's a 3D character, the animations might already be in a hierarchy as that's how bones work, so you should be okay adding scripted movement to the Root bone

fervent vigil
#

each bone?!

#

I just want him facing the target when the animation is triggered

agile solstice
#

Not each bone
Root bone, assuming it's a skeletal animation
And assuming nothing else is moving the root bone

#

Still it's a case by case thing to add movement into an already animated object, whereas making the parent object move will work always

#

Why not just do that

fervent vigil
#

just add him into empty object

#

so then I could use LookAt?

agile solstice
#

I suppose

fervent vigil
#

do I need to reference the parent and make it LookAt the target ?

agile solstice
#

Though you may still find issues if your animations and player physics and whatnot are all on the same object

fervent vigil
#

mmm i think I have only animations on one object

agile solstice
#

Rotate either the root bone or parent object in script, see which one works for your setup
If you already have a script such as a player movement script that already moves it, you should do the rotating inside of that

fervent vigil
#

I have a movement script for the player yes, but! if I interact with the object I want, the movement is disabled

#

so this solves the problem of conflict right?

agile solstice
#

I still can only guess what your hierarchy looks like for the player

#

Might solve the conflict, might create a worse one

fervent vigil
#

lemme give u a pic

agile solstice
#

Just use LookAt in PlayerMovement script
I don't see why it needs to be any more complicated than that

#

You certainly don't want the rotation of your character mesh to go out of sync with the PolicePlayer's rotation

fervent vigil
#

here's the process to give u a better idea of what's happening, my player moves freely but in my case what I'm doing is I'm supposedly a police character catching a robber, so the robber is stealing something and when I want to arrest him I need to stand still then press and hold the left click for 3-5 seconds

#

during these 3-5 seconds counter the animations are being played

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the target is playing another animation (being punched/being arrested) and falls on the ground, now sometimes he'll fall to my right or infront of me but my animations would still play in the default direction

agile solstice
#

So you have a state in the movement script that disables movement for that animation
I'd imagine it'd be simple to just add the LookAt right there

fervent vigil
#

exactly for example I tried doing at-least to make my character rotate in the direction of the robber

#

but for some reason this is overwriten or wont work

#
Quaternion rotation = Quaternion.LookRotation(robber.GetComponent<robberSteal>().transform.position);```
robberSteal is the script attached to the robber
#

doing this because I have about 20 robbers or so

#

just a video to clarify what's happening exactly

agile solstice
#

It's probably not the animation overriding it since you can still move around, and the rotation doesn't snap to a static value when the animation begins

#

I'd troubleshoot the look method some more

fervent vigil
#

the move around bit is part of the animation also

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not me moving

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hmm i seem to had it in the wrong place

#

so it was either being over-written or it wasn't correct, my bad

#

thank you so much patchi

hybrid tinsel
#

@mental marlinYou have to set the animation as humanoid in the import settings.

hybrid tinsel
#

@rustic geode

#

the crouching tree is a basic 1d blend between idle and crouched moving

ancient shadow
#

My artist gave me a spritesheet to animate eyes and mouth on a 3D object. Theres a separate material attached to both regions, eyes and mouth. But I can't use the Unity animation module to animate Albedo textures on a material. How would I approach this?

#

Separated object with its own material

noble fiber
#

ok, fairly simple noob question. do the transition setting apply if exit time is off ?

agile solstice
#

Even if that fails you might be able to have all the facial expressions on the same texture, and then animate the UV offset to switch between the visible one

ancient shadow
hybrid tinsel
#

The easiest solution would be to put the spritesheet animation on its own sprite with its own camera, and render it to a rendertexture that you apply to the 3d model

#

That's what I do anyway

agile solstice
#

That sounds needlessly complex

agile solstice
#

It's not an elegant solution but it's simple
Elegant would be to key change in UV offset
That's basically how sprite sheet animation works anyway

#

But looks like you'd have to expose it through a script or a shader first before it can be keyed

hybrid tinsel
#

The rendertexture method has other benefits; in fact, you can do the material animation inside that, too.

#

(Benefits like being able to use sprite library, multiple objects, etc)

agile solstice
#

I don't deny you can't do cool stuff that way
Personally I'd avoid using extra cameras and rendertextures unless they're really necessary for the task

ancient shadow
#

It's also a VR game, additional cameras can cause some issues with that.

#

But that was some pretty good input, im going to tackle this tomorrow.

echo plover
#

Hiii I wanted to make a thing for a FPS game where the player character does some more realistic movements when aiming: when moving the mouse instead of rotating the whole body the arms and shoulders rotate to face the target until they hit a limit, then the hips rotate to face the target until they hit their limit. then the legs to allow the other 2 joints to rotate. Is there a name for this? Can this be done with Unity's Animation Rigging? Has it been done before?

agile solstice
echo plover
#

Thank you

agile solstice
#

You might also want animations that move only legs/torso/limbs so you can layer them dynamically

strange spruce
#

DOTween: Hey guys, wanted to ask cos I couldn't find any info online: what is the ideal way to change scenes without throwing errors, and what is the ideal way to "kill" a tween already affecting a transform you are about to tween?