#šŸƒā”ƒanimation

1 messages Ā· Page 78 of 1

strange spruce
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using .kill throws me warnings for the second one, while using .clear(true) sometimes throws me errors.

sonic echo
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I stumbled on to an online store a few weeks ago that specialized in animations, it was very similar to Mocap online but i cant remember the name of it. Anyone know which one I'm thinking of ?

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google isnt helping today because i cant be specific enough with my search terms

echo plover
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This shit broke :/

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i can't believe i'm the only idiot this happens to

rustic geode
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wait

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wdym

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so basically

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what im doing rn

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crouch -> walk crouch, has bool WalkCrouch = true, walk crouch to crouch has bool WalkCrouch = false

#
    {
        if(Input.GetKey(KeyCode.LeftControl))
        {
            isCrouching = true; 
        }
        else
        {
            isCrouching = false; 

        }

        if(isCrouching == true && !Input.GetKeyDown(KeyCode.W) || !Input.GetKeyDown(KeyCode.A) || !Input.GetKeyDown(KeyCode.S) || !Input.GetKeyDown(KeyCode.D))
        {
            anim.SetBool("Crouch", true);
            speed = crouchWalkSpeed; 
        }
        else if(isCrouching == true && Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))
        {
            anim.SetBool("WalkCrouch", true);
            speed = crouchWalkSpeed; 
        }
     

        if(isCrouching == false)
        {
            anim.SetBool("Crouch", false);
            speed = initialSpeed;
        }

       
    }```
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this is code

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it kinda works but not really

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it's very buggy

echo plover
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Uh i set my character to put his hands on the gun like this using animation rigging but i cant get the animation to kick in, i think its the animator that's failing

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shouldnt it work?

rustic geode
echo plover
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ah man i think i bought a screwed rig

#

FUCK

rustic geode
# rustic geode ``` private void Crouch() { if(Input.GetKey(KeyCode.LeftControl))...
    {
        if(Input.GetKey(KeyCode.LeftControl))
        {
            isCrouching = true; 
        }
        else
        {
            isCrouching = false; 

        }
        if(isCrouching == true && !Input.GetKeyDown(KeyCode.W) || !Input.GetKeyDown(KeyCode.A) || !Input.GetKeyDown(KeyCode.S) || !Input.GetKeyDown(KeyCode.D))
        {
            anim.SetBool("Crouch", true);
            anim.SetBool("WalkCrouch", false);
            speed = crouchWalkSpeed; 
        }
        else if(isCrouching == true && Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))
        {
            anim.SetBool("WalkCrouch", true);
            anim.SetBool("Crouch", false); 
            speed = crouchWalkSpeed; 
        }
     

        if(isCrouching == false)
        {
            anim.SetBool("Crouch", false);
            speed = initialSpeed;
        }

       
    }```
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this code isnt working

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idk why

hybrid tinsel
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@rustic geode I don't use a separate crouchwalk variable, I just use different animations while crouched

hybrid tinsel
#

You can see my graph; basically when crouch == true it transitions to a crouching pose, and then if you hit movement keys while crouching it moves to the crouched movement blend.

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When crouch is false, it transitions to either idle, jump, or walking depending on the movement

rustic geode
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Im confused

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So wat would i do first

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movement is a blend tree containing idle, run, and wlak

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*walk

hybrid tinsel
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Well, you should have a transition directly to the walk crouch if you don't want an awkward pause while crouching during movement

rustic geode
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Ok i did that

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what would my

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booleans be

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i just have bool crouch right

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then

hybrid tinsel
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That plus whatever movement controls

rustic geode
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from movement --> crouch i would make crouch true, and crouch to movement, crouch false

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then what would my paramrts be from crouch to walk crouch and walk croch to crouch and movement to walk crouch

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@hybrid tinsel

hybrid tinsel
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What the character is moving or not

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Just like normal movement

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It is just like normal idle and movement except while crouching.

rustic geode
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I’m very confused

rustic geode
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Nvm I think I understand

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But let me see if my code is correct

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@hybrid tinsel for this parameter i woukd have

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walk is a blend tree from 0.5 to 1

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is this right or wrong

hybrid tinsel
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seems okay ish?

fast elbow
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i need help

stuck garnet
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Just

fast elbow
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I have no clue how to make a animation

stuck garnet
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I see the error

fast elbow
stuck garnet
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Just drag the sprite in the scene first

fast elbow
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wym?

stuck garnet
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Any one of the sprite you want in the animation

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The bird Sprite

fast elbow
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yes i drag it does not work.

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again

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and again

stuck garnet
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In the scene

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Not in animation

fast elbow
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it does not evan place it therer

stuck garnet
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Drag the bird Sprite and then drop in the scene

fast elbow
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huh

stuck garnet
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What part is hard?

fast elbow
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like this?

stuck garnet
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Yes

fast elbow
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still don't work when i try, to drag it in there.

stuck garnet
#

Now please, dock the animation tab beside the console

fast elbow
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dock?

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save u mean

stuck garnet
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Click on the bird then see if its a sorite

stuck garnet
fast elbow
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dog. u making no sense

stuck garnet
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Just drag the animation tab and drop in besides the console tab

fast elbow
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ok

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now u want me to drag it into the animation tab correct?

stuck garnet
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Yes

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From the hierarchy window

fast elbow
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nope

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nothing

stuck garnet
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Have seen the full video I sent?

fast elbow
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yes

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skipped through it but yes

stuck garnet
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Or read the documentation?

fast elbow
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ye[

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yep

stuck garnet
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Never skip, skipping is the worst when learning

fast elbow
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dog it's not going to help me unless i have a animation created

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and it does not let me create a animation do u not understand, What im trying to say?

stuck garnet
fast elbow
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ik

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still does not wo rk.

stuck garnet
#

I am understanding what you mean, I am not good at explaining

fast elbow
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ok.

stuck garnet
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That why watch videos

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Or read documentation

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Or just Google it

fast elbow
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sorry i'm new and its frustrating i'm trying to make a game without watching a video.

stuck garnet
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Because thats how you will learn

celest crag
stuck garnet
#

How do you think most of us learned?

fast elbow
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wym>

fast elbow
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bruh

celest crag
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Wait for it

fast elbow
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u have a ms set wrong make it 5

stuck garnet
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Just learn via tutorials and videos and documentation

celest crag
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Dyno is slow today

fast elbow
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Dyno? LMFAO

dusk valeBOT
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dynoSuccess Socks#9999 was muted

stuck garnet
celest crag
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There we go

stuck garnet
stuck garnet
celest crag
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@stuck garnet Please remind them if you didn't invite the DMs that there are no unsolicited DMs on the server. Report to me or other moderator if they persist.

stuck garnet
#

Well, I told him to not DM me and I blocked him right away

outer belfry
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71 transitions excluding entry. my soul left my body

agile solstice
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There's gotta be a better way to do that

outer belfry
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tbh

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there would be

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but i can't change a mesh filter with an animation

uncut salmon
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Like using the AnyState node for example.

outer belfry
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for reference this is for a vrc avatar

agile solstice
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I tried AnyState recently but that got tricky too

outer belfry
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anystate gives me pain

agile solstice
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As it tries to kick in its transitions on well, any state, so you need to explicitly prevent it from taking over

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So whenever there's a trigger or an automatic transition I had to either convert those to booleans or make more booleans that stop other state changes

outer belfry
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at least it turned out pretty nicely (dunno where i can post pic of the final product tho lol)

twin musk
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anyone know how I would do gun animations? I can animate the gun just fine but I need to combine blender and unity animations together, is it as simple as using the animator layers feature?

gentle meadow
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Hey, I want my enemy to do a melee only if it would hit the player in its current position. Is it possible to do this dynamically (like predicting the animation position)?

swift tide
hidden peak
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hello guys, i just wanted to know how to solve this problem ... so i have 24050 frame animations on this model and it's bone or armature could also be used on another models ... my problem is that when i open the animations on blender (3d program) it's working without any problems but when i export it into unity as you can see in the photos the animations become weird for no reason .. so do you guys know what is the problem exactly?

echo plover
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Anyone know why they're leaning to the left?

prisma solar
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Most problems with Models stem from the initial rigging. Would be nice if there was a rigging channel/server/thread. Animation comes after rigging is correct.

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Your not going to like this but the import clobbers root settings. Try importing with no animations. Check your model in muscle settings. It if transposes there then that will show you where the problem is and most assuredly it is not yours.

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@hidden peak Not the same product but you'll get the idea. I hope my use of terms doesnt offend you.

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You can fix the bones prior to get a static stance then use Unity's animator and or IK rigging. There are problems with IK too. The long axis of the bone always points to the target and or the IK parent of the target. The positioning has to be exact instead of Unity simply keeping a difference as a reference point.

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The model, import, animation and IK have a cohesion problem in the background somewhere between the variables.

swift tide
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What does Mixamo do?

echo plover
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online autorig and free animations

rocky geyser
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premise: say I have a rig with two hands. I want left click to reach the left hand forward, right click for the right. If both buttons are pressed, both should reach forward.
question: can I achieve this using two animations (one for left reach, one for right) and combine them using blend trees? or will I have to create a separate animation for both hands reaching forward?

prisma solar
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...with Tpose or original positioning.

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This is just Unity IK on the index finger. As can be seen the twitch in the finger is caused by the target position which is difficult to set for a static position. So If you have a static stance model adding IK will cause the model to twitch outside the parameters of what your design specifications you came in with. I have needs to accurately position my fingers and this extraneous movement degrades my efforts.
I post this to expose the possibility that you wont get what you want. This little nuance can really mess accuracy up.
If I deselect the IK Go in the hierarchy then this twitch does not execute.

#

But in respect to Unity I can see what they are trying to do with rigging and that is to keep the IK out of the bone hierarchy. This promotes being able to transfer the completed rig to other humanoid characters much like Blender allowing rigs to be copied. If I use FinalIK I must attach constraints inside the bone hierarchy. The makes one model inherently isolated from other character work. I have been thinking of doing this then write a DLL to copy all the FinalIK components out to a dataset then use that DLL to insert the FinalIk components into a new character.
I have an easier method though. I will switch from Unity animator to Umotion's asset and see if I can get more accurate results.
Their workflow is to have one project with one model. Then you use that as a workbench to create animations to transfer to other humanoid characters imported in the same way because the bone hierarchies are all the same.

prisma solar
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Will see if this inhibits motions further into the workflow. These IkRigs can now be seen in the animation properties.

rustic geode
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Should i make my attack animations bool or triggers

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Rn im using a trigger but It's a bit glitchy because if i play an animation that has a bool and press my attack it waits until the bool animation finishes fully then plays the attack animation

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and if i spam left click

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it plays the animation exactly how many times i left click

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which can be problematic

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is there a way to create like a max value

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or anything

prisma solar
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What about a completed switch? and then you check that.

cursive pivot
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hey i have a pretty simple question but i input some walking animations and inbetween each frame its just blank but on the idle animation i put in it doesnt do that and im not sure why

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idk how helpful these screenshots are gonna be im just putting what could be useful for someone who knows more than i

ruby cypress
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Hey, just curious if anyone knows how to get animations in from blender properly to unity, I cant see what I am doing wrong here. The animation looks perfectly fine in blender but will not export to unity properly (via .FBX)

hybrid tinsel
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I question how that machine is supposed to work...

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Try turning compression off?

ruby cypress
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šŸ˜„ there is a lot of assets missing from it im just trying to get the animation working currently

hybrid tinsel
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Delete non rotation keyframes?

ruby cypress
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I tried compression already seems to do nothing

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I would need rotation keyframes for it to work no?

hybrid tinsel
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No, I mean, this part goes right through the axle

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I said delete non rotation keyframes

ruby cypress
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oh good spot Ill correct that XD

hybrid tinsel
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Are you using constraints or IK?

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Something might be going wrong with baking those

ruby cypress
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originally it was IK then I baked it into keyframes

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I would still need location and scale for the armature

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I removed scale from everything that didnt need it already

hybrid tinsel
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Well, I was just saying to remove it to test if that fixed it

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Just to narrow things down

cursive pivot
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hey do any of you two know much about my issue posted above^^^

hybrid tinsel
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Once we figure out what's wrong we can worry about a solution šŸ˜„

ruby cypress
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yea no worries I will double check it all

hybrid tinsel
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@cursive pivotI really couldn't understand your question.

ruby cypress
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@cursive pivot no idea

cursive pivot
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okay so when i play my idle animation it plays it continuously but when i make and preview my run animation it has gaps between it

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let me see if i can record an example

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here is what i mean

hybrid tinsel
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Is there a gap in the spritesheet that was accidentally made into a sprite?

cursive pivot
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umn i downloaded it from the assets so im not sure let me check

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these are the 6 sprites im using in it

hybrid tinsel
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Have you tried removing them from the animation and re-adding them?

cursive pivot
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yes like 3 times and im not sure what the issue is

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also whats the hotkey to multi select in unity i forgot it and i cant remember for the life of me

ruby cypress
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@hybrid tinsel I deleted everything that did not have an effect still the same problem hmm šŸ¤·ā€ā™‚ļø

hybrid tinsel
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What happens if you disable all the constraints before exporting?

ruby cypress
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there are no constraints just keyframes currently

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I think? šŸ˜„

hybrid tinsel
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No ik, no nothing?

ruby cypress
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no ik

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I baked it into keyframes

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used this if that helps

hybrid tinsel
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I don't use blender so not really

ruby cypress
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no bone constraints either

hybrid tinsel
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What are all those black dotted lines?

ruby cypress
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by the armatures?

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they show what the objects are parented to

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so the objects in this case are parented to the armature

hybrid tinsel
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Ok

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And you're exporting via fbx?

ruby cypress
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yea

hybrid tinsel
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maybe toss me the file and I'll see if I can get it to work?

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one possibility might be to just rig the pistons in unity and only animate the wheel

ruby cypress
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yea that might be a better option

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I have had nothing but trouble trying to get blender animations working šŸ˜„

hybrid tinsel
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Ok, I can't tell what the hell I'm even looking at here

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What are all these scale animations?!

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This is insanity

ruby cypress
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oh blenders scale exports funky into other programs haha

hybrid tinsel
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Yes, it does. But why do you HAVE scale keyframes?

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What are they there for?

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This is a machine made of rigid parts

ruby cypress
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there is a piece of the armature that scales 1 sec I can show you

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the far right bone scales in order to stop the second from stretching

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its only for controlling the other bone it doesn't have any vert groups linked to it

hybrid tinsel
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Whyyyyyyyy would you do this?

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It is like you designed a machine to break everything

ruby cypress
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XD I have very little animation experience so feel free to show me the right way šŸ¤·ā€ā™‚ļø

hybrid tinsel
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Use position instead of scale?

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Or even better, turn the bone around

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So it is pointing in that direction instead of starting there.

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To me your entire chain looks backwards

ruby cypress
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I will give that a try thanks! at the time it seemed easiest to lock it along 1 axis to prevent the next bone from rotating out of position but clearly it doesn't translate well into unity

hybrid tinsel
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I'd just parent the arm to the wheel, and have the arm rotate to point at the socket

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Which could be done with a constraint easily enough

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in fact you can just do that in unity, no bones needed

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There's no deforming geometry so you don't need bones or a skinned mesh or anything

ruby cypress
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yea I will check out how it works in unity would help for some other things in editor

hybrid tinsel
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I'm pretty sure that the scale keys were the problem here though

ruby cypress
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gotcha hopefully it was just that simple thanks for the help so far šŸ˜„

prisma solar
keen island
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i have a punching animation that uses left hand, then right hand. How would I make it so they alternate without the player holding the key down? (For example, I click m1 and the character uses their left hand to punch. I wait for a few seconds, then click m1 again and the character uses their right hand to punch.)

gentle meadow
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hey, my animation rigging is crashing my unity

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as soon as I put a simple multi parent constraint

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it says something like "isplayingorwillchangeplaymode main thread unity IK" from the burst compiler

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is this a known issue?

hybrid tinsel
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I've never seen it

spring moat
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Anyone here who works with Cascadeur?

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Or does animations like Watch Dog's executions? DM me

celest crag
#

@spring moat If you have a question post it, if you are asking for collab make a post on the forums #854851968446365696

spring moat
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@celest crag How do I reach my fellow Animators? Am I forbidden? lol Can we strike a deal or something?

celest crag
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@spring moat Ask a question

spring moat
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I just did, multiple lol I'm confused...

celest crag
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This is not a place for personal ads

spring moat
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Okay point taken, please be more clear next time, bad vibes!

celest crag
spring moat
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Thank you..

steel willow
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How do i fix my blender animation so its not like....this

agile solstice
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But it's also possible that the animations are set up to use each of those actions, with a timeline type system, which would be problematic

steel willow
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and separated it in unity

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if i kept the NLA, objects had separate animations

agile solstice
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Sounds like a decent enough solution

steel willow
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hopefully theres no performance issues šŸ˜„

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but damn, blender is so much more annoying and confusing to do animations in than in maya

agile solstice
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What isn't needlessly annoying and confusing in this industry

steel willow
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unified controls and interface? eyesShake

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i definitely would like slightly better hotkey and UI controls in blender though

prisma solar
#

The mother of all bombs in animation is available:
https://www.youtube.com/watch?v=beH_hB4YwaY&t=58s

Official quick start tutorial for the UMotion - Animation Editor for UnityĀ®.

Get UMotion Community for free: http://bit.ly/2PgtHw4

Related Links:
Editing Animations: https://youtu.be/TPzCp6Ezy4o

While clicking these links won’t cost you any money, they will help me fund development while recommending great assets.

Socials:
Facebook: http://b...

ā–¶ Play video
#

Watch this and all the headaches go away. I just applied this to my Mixamo model.
Now I get to focus on what I need to do instead of bashing the occipital target on my desk.

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It isnt free but I just spent 2 years futzing with the free shat. 'Never more' quoth the raven.

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Absolutely handled...

echo plover
heady nymph
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It has something to do with the curve, but I don’t understand…

white flume
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Is it possible to see how many keyframes are in a animation clip?

mental marlin
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I have a model which is childed under a "player" gameobject that holds all the scripts for my character/player. The issue I am facing is that root motion on the animations only works if the animator is on the character model and isnt working if its on the parent object. Is there a workround for this?

mental marlin
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it seems like it has a lot of potential. Transferring my char from blender then converting it to human always gives me tons of issues

hybrid tinsel
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@white flume just open it in the animation editor?

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Or a text editor and do a search to get a count fast I guess

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Doesn't seem perfect but somewhere to start at least

old kayak
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I think the animator only supports 3D avatars

prisma solar
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I worked with Blender for 4 months and saw too many diverging issues. I have tons of intermediary issues. BLender is great but Blender and Unitty arent connected well. But that concerns facial and fingers bones which I have always needed.

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My suspicion is the hierarchy naming as a start.

mental marlin
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I might end up buying it

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Ive always wondered how people make anims for the store, I imagine it helps

prisma solar
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I have a number of models from CGTrader, Turbosquid and elsewhere. They all have their nuances. One has to looks at the internals in order to assess what conversion/import workflow one has to go through. Like I mentioned if you are needing fingers and or facial then that starts the in depth search. Otherwise without those you will see gabillions of models from numerous products, devs and dates and version windows. These are the most important upfront issues. With out fingers and facial then just use canned limited models with canned animations. Depends on the LOD of the project requirement.

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And of course there are things Blender can do that wont transfer to Unity.

old kayak
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you use an external tool/package, unity can't read bvh files

old kayak
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your best bet is to contact the developer yourself

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or open an issue on the repo

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a workaround is to import it in a tool that can read bvh files and export it as an fbx

shy lynx
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Is there any way in Unity to modify a Keyframe animation using Inverse Kinematics? I'm coming from Unreal Engine 4 and we can use keyframed animations and modify the pose post-animation to properly reflect things such as standing on surfaces or grabbing ledges.

Been trying to figure it out for 2 days now

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For example, say I have a base keyframed walking animation, but I want to adjust the IKs on my mesh to properly place the feet, or a keyframed climbing animation, but want to adjust hand position.

hybrid tinsel
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@shy lynx yes. Any modifications to transforms made in the onAnimatorIK or lateUpdate will override animation data.

shy lynx
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Do you happen to have a documentation link for onIK I can't seem to find it Saw edit.

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Awesome, thank you very much.

hybrid tinsel
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The animatorIK is for mecanim ik specifically

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Use lateUpdate for stuff like the rigging package IK

shy lynx
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I'm using Spine2D which creates a mecanim controller, so hopefully it works. If not I'll use LateUpdate.

hybrid tinsel
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Mecanim humanoid, not just mecanim

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2d animations don't use the humanoid system at all

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So all the 'built in' IK stuff won't work with them.

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But rigging package and 2d rigging work fine

shy lynx
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Okay, good to know. I'm a completely novice when it comes to animation. I know that Spine2D creates skeletal animations that have Inverse Kinematics available, and they're accessible through code. I also know that it does create a mecanim controller, but that's about all I know. I'll try it out in LateUpdate first and see how it works. Thanks for the input, my only concern is that since LateUpdate is applied after Update (which in documentation is noted as the Render step) do changes made in LateUpdate apply on the next rendering frame?

I'm assuming not, as the next keyframe in the animation would just overwrite changes.

hybrid tinsel
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The rendering happens after both update and lateupdate

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And it is slightly confusing but mecanim and mecanim humanoid are two separate things

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Mecanim is the state machine animation system, and mecanim humanoid is the built in humanoid rig with IK and retargeting.

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Bad naming scheme, blame unity =p

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I mostly use the ik scripts in the 2d animation package for my 2d stuff, though unity seems to be toying with abandoning them.

shy lynx
shy lynx
hybrid tinsel
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Well, depends on what you are doing.

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It is poorly documented, definitely.

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Both approaches have their advantages, and spine has a bunch of features base unity doesn't. Though lots of people don't need that stuff, so it really comes down to your needs.

shy lynx
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This was one of the first animation concepts we did while learning how to animate

shy lynx
hybrid tinsel
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My solution to that is to just have a parent object holding the ik targets, etc

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Best of both worlds.

shy lynx
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Have you tried cloth and hair simulation using Unity 2D tools yet? If so how did it go

hybrid tinsel
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Pretty well. Though I use a variety of tools for it.

shy lynx
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Oops pretty cool. Excited to figure these things out.

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If you have the tools to share (assuming they're 3rd party on asset store or something) ill write them down

hybrid tinsel
shy lynx
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Ayyy thays pretty cool

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Looks like unity has added deformation since the last time I looked at it

hybrid tinsel
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Thanks šŸ˜„ And I'm not at the computer right now so don't have a list but there are at least a couple free tools on the asset store

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And a few scripts I made myself, or got from other people

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github has a bunch too, but again I don't have any memorized

shy lynx
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I'm trying to build an adaptive climbing system in 2D if it turns out well I'll make sure to share it. Thanks for all your feedback it really helped.

hybrid tinsel
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that'd be appreciated!

#

Minionsart on twitter had one script I use, though I modified it a bit, it is good for single bone wobble

#

Another is called animation toolkit

glossy ruin
#

hi everyone, I have, I hope, a simple question about Unity animation system. I am suppose to blend 2 animations together for an animation sequence (so not gameplay), but I am not sure exactly how to do that in the most easiest way. The animations are running and hitting, so whilst running, the model needs to also execute a hit animation. Any suggestions for how that can be achieved? Many thanks!

tough flume
#

Hi all, I'm not sure if this is the place for it, but I'm looking for a way to create a character with a tail that moves by itself but also drags behind the body. I'm making a 2D game with a tadpole main character, and I want the tadpole's tail to have follow through and stuff when the tadpole stops or turns. Currently it is just attached and it looks really stiff. I'm new to unity and game development, so I honestly have little idea on how this could be achieved. Could it be done with a hinge joint attaching the body to the tail? If anyone has any idea, it would be great to hear it.

agile solstice
#

Tail physics / "jiggle bones" seem difficult to make, and even harder to optimize, as such there's few tutorials and many paid assets for that type of thing

agile solstice
# tough flume Hi all, I'm not sure if this is the place for it, but I'm looking for a way to c...

https://youtu.be/9hTnlp9_wX8 this might be exactly what you're looking for

Join Thomas Brush's Full Time Game Dev course (40% off with code NOA): https://full-time-game-dev.teachable.com/p/full-time-game-dev/

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Rotate towards 2D object Tutorial (by Krister Cederlund)...

ā–¶ Play video
crude cliff
#

^ he has cool stuff but the way he's talking always makes me wanna kermit

frank verge
#

I'm having what's likely a beginner issue with an animator, I hope this is the right place to ask for help.
I have a basic model with a humanoid rig. In the avatar configuration screen the bones are correctly assigned and the motions are previewable.
I also have a bunch of animations I want to apply to it. I'm using an Animator component and an associated controller. Most of the animations use transforms on non-humanoid bones; those work fine in every way.
But I want to use animator properties/muscles to give the model base poses. The pose animation clips preview fine with this model, and when I enter play mode the animator correctly goes to the states that should apply them. However, the model as seen in the scene/game panels remains in default pose and doesn't move at all.
What might be causing this?
(Unity version is 2020.3.11)

hybrid tinsel
#

@tough flumethere are a lot of free jiggle scripts, though most are meant for 3d so need some tweaking. Unitychan comes with one, and so does the vrm importer on github. Animation toolkit is free on the asset store and has the one I probably use most. You can also check out minionsart on twitter, she posted some simpler scripts that can be used for single bone jiggles.

#

The biggest thing to watch out for is that most 3d jiggle scripts expect bones to point down the z axis instead of the x axis like unity 2d bones.

#

So if you try a script and your bones suddenly point the wrong way, you might need to do a bit of editing to swap axis

#

@frank vergeWhat happens if you use an animator with just the pose clip?

frank verge
#

Good question

#

I created a test animator with just the base layer, which only contains one default state, with a pose clip assigned to it

#

It works

#

So the other one must have something broken somewhere

#

Set all the layer weights to 0 except base and pose and the real controller also works, so I'll just try enabling them one by one until I find the problem. Thanks for the help

#

I'll update when I figure it out

#

Ok, one of the layers did have Animator.Head Nod Down-Up mixed with the bone transforms. I wonder why that would override the whole rig though?

#

Removing that property from the animations in that layer, I can use that layer and the pose layer together, but of course the head isn't tilted anymore, as intended

hybrid tinsel
#

I'm not certain

tough flume
#

Ah thank you guys! That info is definitely helpful and I'll try it out.

drowsy axle
onyx oyster
#

Would anyone know why an animation doesn't play in the game even thought it shows it is playing in the animator. It starts playing correctly after the third time it is called buzniz
This is a keyframe animation of a gun for a recoil animation, and the hands move to the gun via the animation rigging package two bone constraint.
animator.CrossFade(pistolRecoilAnimation, animationPlayTransition);
https://gyazo.com/bee433387dd545eb0e6554f25586b77a

celest crag
#

You should probably show your rigging as well. And specifically part you want to mount the collider on.

#

At the very least the hierarchy of the object extended with sword/hand selected

#

But the answer likely the one I told you already. Mount the collider on the bone object so it will move with animation

#

If you already have box collider on the sword why are you not using it?

charred belfry
#

The box collider needs to be on the same transform that the sword is and it should be fine

#

Put it on the sword joint

#

There must be a transform in your hierarchy moving where the sword is

#

you need to use that.

#

Because the sword is apparently skinned

#

meaning the mesh moves with the bone/joint, not the transform

hybrid tinsel
#

@drowsy axleIt seems okay, though I suggest focusing on having the limbs followthrough more with the overall motion.

gentle meadow
#

Hello. Can someone explain me how the Multi Parent constraint works? I have one with 1 source object and one contrained object and the multi parent constraint always puts them with a position offfset between each other. I tried changing the positions in edit mode (before play), playing around with the settings and it always puts it in a different position

#

Other contraints you can manually set the offset but not on this one, and I can't seem to put it in check

gaunt cosmos
#

Do I need separate animators for separate characters?

simple spindle
#

hey

#

so i have importer a sprite sheet into unity

#

but for some reason

#

whenever i change settings like format, sprite mode, etc.

#

the project folder changes how it is stored

#

so it is not a "folder" with the picture in it

#

but just the picture

#

so now i cannot slice it

#

in addition

#

I am getting an error message that say that there is something wrong with TextureImporter

#

ok now i got the slice button up

#

but it literally does nothing

#

ok nvm

#

idk what happened

#

but when i clicked on player it gave me a pop uo

#

i said yes and now everything is working

severe gust
#

I'm trying to import something I animated in blender into unity. I export is as an .fbx file and have tried following a bunch of different tutorials, but when I import it to unity, I can play the animation itself and everything is fine, but once I add it to the animation state machine, it doesn't play the animation even though it says that it is. Anyone know how to fix this problem?

simple spindle
#

so

#

is there a way to manually compensate for the fact that in my walking animation, the first picture is 2 grid spaces behind the last (same picture) to be clear)

#

i can send a sprite sheet for anyone confused

hybrid tinsel
#

@simple spindle move the pivot point to line it up?

#

@severe gust is something else overriding it? Is the layer weight correct? Do you have the animator on tbe right object in the hierarchy?

#

@gaunt cosmos not always, but it depends on how the characters are set up

severe gust
#

oh nevermind, just found it. I also only have 1 layer so that should be the problem

#

When I view the animation through the inspector tab, the animation sometimes doesn't play, and stays still, but when I restart unity it works perfectly fine, so I'm not sure what the problem is

hybrid tinsel
#

Weird

#

Might be running out of memory or something

tender cargo
#

does anyone know how to implement or have a resource of like the no man sky cursor that you have to hold for a second or so before it actually does an interaction in the menu

#

not sure if this is a good place to ask or another channel

leaden prism
#

also, does anyone know of a good way to animate different materials on the same object separately?

#

as when I try to change the offset of one of those materials, it offsets all of them at once

#

but only on that one object, other objects with those materials are unaffected

tender cargo
#

ooh okay

#

thank you

young salmon
#

Hello all! iv been trying very hard to implement like a standard humanoid animation rig in my game

#

but all these mechanim samples i download some of them have different skeletons and its sort of getting frustrating (all humanoids with slight differences)

#

is there some sample unity backed resource i can download

#

with an example standard skeleton rig for humanoids?

#

then i can standardize my project to this

ornate arch
#

How do you make lightning. Should I just make it with animation? If so, how do i do that?

#

2D

bright birch
#

anyone know if it is possible to mirror an animation clip (humanoid) and not use the mirror check box? or if you can mirror with the checkbox and duplicate it into a non-mirrored version?

copper steppe
#

help :S

#
this.activateClip.SetCurve("Scalar/Text (TMP)", typeof(TextMeshProUGUI), "Font Color.r", curveR);```
#

why does it show 'Missing!' even though the one i added manually shows the exact same path

#

oh fixed it

#

apparently it needs to be m_fontColor.r

iron tiger
#

Are there any tutorial for achieving smooth animations?

#

All the thing I find mostly based on frames and they are like 6-7 frames per second

#

Is increasing frames only way to achieve smooth animations or is there any way to achieve that with shader graphs?

#

Like breathing of a hero or hair movement of a 2d character etc

#

Hand movements sort of thing but 2d

hallow vigil
#

I have a door that rotates 90 degrees with an animation. Is there an easy way to make the door open -90 so all keyframes are multiplied by -1?

#

The mirror option does not seem to do that atleast

hybrid tinsel
#

@young salmon the issue is that mecanim doesn't use the rig directly but translates it into its own muscle/joint format. So there are multiple valid inputs to create the same output. You can check the post where they list the 'ideal' rig for it on the unity blog, and I've been told that the mixamo unity rig works well.

#

@iron tiger are you talking flipbook animation or skeletal? Or something else?

young salmon
#

@hybrid tinsel thankyou for the info

hybrid tinsel
#

You generally need at least 15 fps for what is considered 'smooth' animation but it depends on what you're animating.

iron tiger
#

I think I kind a found it

hybrid tinsel
#

@ornate arch depends on what you need it to do, really.

iron tiger
#

Breaking the character into parts and creating the key frames on animation by changin rotation/scale etc. led me smooth results

weak badge
#

why does this function not appear in my animation functions?

old kayak
#

it has to be a float, string, integer or object

weak badge
#

ok thanks šŸ˜„

balmy river
#

hi everyone, how do i animate a doll to walk? i got the animation in unity but i dont know what to do now! i got this done tho "get up" "walk" "sit down" "stand still" and each one has the animation in it! now what D:

silver nest
#

Hello

#

anybody knows how to set the name of a Timeline Signal Track?

#

I usually can change the name like this:

#

But for the Signal Track there is no option to change the name

#

And I am using the track.name as identifier when binding gameobjects to the timeline at runtime

hazy mauve
#

Hi, i dont know if this is the best place to ask this but im having trouble with rigging a character.
So, ive already rigged and animated 8 characters so far, went great. But now im trying to rigg another character and unity is just not doing it right. I do the bones the same way i did the other 8 but when i click "auto geometry" it only selects 1 body part instead of all of them. Ive done nothing diferent from before help!

#

Selecting them individually is not a problem, but Auto weight is also not workin

hybrid tinsel
old kayak
reef nova
#

Can i do animations from scrach like how we do in blender ?

celest crag
#

@reef nova Yes, you can record animation. There are resources pinned in this channel.

hazy mauve
sharp tangle
#

Question about animations
The other day i asked about animating post processing filters with animations and i got the feedback that you cannot do that due to it being an asset
So i tried doing animation of a script float value and it works
So i'm a bit confused as to what can be and what cannot be animated ~ also, what exactly makes the post processing volume, or assets in general unable to be animated?

uncut salmon
#

Assets are on the project level, which means they can't be referenced or modified at runtime by the animation. Animations can animated properties on objects in the scene.

#

That's why you need to animate some values on a script, which in turn updates the post processing (or in another example, properties of a shader).

sharp tangle
#

but wait, the post processing volue is a scene object, no?

radiant bolt
#

Hey guys, I have made a character in blender and have rigged it. Although I already have setup a First Person controller in unity I don't know if I will have to work with root motion or not. Does anybody have a good tutorial on this since I see a lot of tutorials just using arms and not a full character. What should I do? Any good tutorials on this?

#

Make animations in unity or blender?

#

How do I add the guns to the hands when I make animations in blender, ....

hybrid tinsel
hybrid tinsel
brave kettle
#

What would be the best way to set up an animator based on a state machine?

#

for details: i've set things up so that entities operate based on an internal state machine that tracks the state they're currently in (walking, falling, mantling, etc.)

actually going through and setting up all the possible transitions between states in the animator sounds incredibly tedious, since I've already written code in each state that includes conditions for valid state transitions

#

It'd be extremely easy if I could just...set a string parameter in the animator, but that's not an option. In a previous project, I tried assigning integer IDs to the different states via enum, but that gets tiring to keep track of when you have numerous states for a more complex movement/combat system lmao

#

What I have right now works, but I'm concerned about ending up with a massive wheel of "any state" transitions

#

do I just...bite the bullet and manually graph out the state transitions, or?

low granite
#

I've being trying to get my player to look where he was last moving. I have a idle animation that forces the player to look downwards when speed becomes 0. Would it be possible to do this with a blend tree?

shadow jetty
#

hey i have a question about learning animation

#

im learning to draw and i was wondering if i should learn 3d or 2d animation first

#

and how do i know if im good enough to start?

uncut salmon
#

You won't, so you may as well jump in and start learning.

shadow jetty
#

does it matter which i learn first?

uncut salmon
#

Whichever inspires you more and you think will be more relevant to achieve your goals.

#

I haven't met someone who is a professional in both 2D and 3D art and animations. They're quite different things and skills.

shadow jetty
#

cartoon animation and stuff like that is 2d im assuming right?

#

stuff like adventure time

#

anime

uncut salmon
#

Depends on the style.

shadow jetty
#

and the sorts

uncut salmon
#

Yes

shadow jetty
#

ah okok thank you man

#

i think 2d might be the way then

#

im learning to draw and i started a few months back hopefully it can help me too

#

for obvious reasons

radiant bolt
shadow jetty
#

Oh @uncut salmon is there any class or something like that you recommend to learn 2d animation?

uncut salmon
#

I'm not an artist, so no. An art school would likely be the most ideal though.

leaden prism
#

I'm trying to use animation rigging, but I have one weird issue, as before activating it my model stays at a reasonable spot

#

but when the rig builder is enabled she just flies away

#

even if there is nothing added to that new rig yet

#

also, that binding warning only happens if I enable the animation rigging script

twin musk
#

Any tips for walk cycles?

swift tide
hybrid tinsel
#

@brave kettle you could just set the state on the animator directly using crossfade if you really wanted to.

gentle meadow
#

hello, my rig builder breaks my navmeshagent. if it's active, the navmesh agent doesn't move (although it has velocity). this happens even if I disable all rigs

#

any idea why?

#

(oan: the animation rigging systems seems very broken :/ )

frail dome
#

my game is a multiplayer FPS tacial shooter, I have 6 seperate characters all of whom have their own abilities (similar to Valorant and Overwatch). Do I need to animate 20 guns for all 6 characters?

#

and also is it possible I can render the animation only the first person player and other players wont?

gentle meadow
#

The Art of Destiny's First-Person Animation -> search for this on youtube

leaden prism
#

^^ can confirm, real good video

calm fractal
#

if i downloaded humanoid animations from the asset store, should they work on any humanoid model i have?

Asking because I added an "upper body" layer to an anim controller w/ an avatar mask and now one of my animations sinks through the floor when i use it, but only on that layer.

leaden prism
#

in theory they should, just make sure all the bones are in similar spots

#

and you can also offset an animation by a bit if it's sinking in the floor

viral mango
#

I have a problem
import some Mixamo animations to an FBX character in unity
and I was watching a tutorial to assign the animations according to the key that was pressed, they already know how to run backwards and forwards etc.
then in the Animator window in the Blend Tree
I double clicked and assigned each of the animations

#

there they are assigned with 2 float variables to capture the movement to and from and to the sides

#

I put the simple code to bind those variables to the Animator and be able to execute each animation

#

but when I play the character stays in the idle animation the rest animation
that's fine but when I give it to walk or jump or turn to any direction it does not run the animations it stays in the idle animation

naive badge
#

very clear pictures!

#

if (...) {isIdling = true}
else ...

anim.SetBool("isIdling", isIdling);
...```
#

you need some logic like this right?

#

i'm a little new to the anim controller

naive badge
#

oh you're using setfloat.. that might work too

viral mango
#

yes thats why

#

Im confused

viral mango
naive badge
#

umm

#

a debugging tip

#

you can see transitions live in the animator while playing

#

sometimes if it's stuck in a state you'll see a bad condition

#

i haven't used proper blendtrees like this though, this is new to me

viral mango
#

while playing its doesnt look diferent

naive badge
#

how do you manage transitions like that?

viral mango
naive badge
#

still need to blend transitions

viral mango
#

how

#

this is how I set the animations

#

so when the variable Pos X is equals to 1 it should to make an animation, and when is -1 it have to make the other animation

naive badge
#

that looks like it should work too, I don't know

#

but I'm confused because it doesn't seem to offer a way to blend the transitions manually

#

i guess what I did was much more crude

#

i have a bunch of manually defined states with my own state logic for the player

#

but it works šŸ˜›

viral mango
#

:((

naive badge
#

sorry i wasn't more helpful

naive badge
#

sometimes in blender

#

if BlendTree doesn't let you tinker with Exit Time and Transition Duration, then I'd think it's unusable

viral mango
#

in this case in the tutorial I was watching it was not necesary

naive badge
#

link? you've got me interested haha

viral mango
hybrid tinsel
#

@naive badge blendtrees are a single state; there is no transition duration or exit time on the individual clips because they are continuously blended.

viral mango
#

I fix it a ;little

#

by making this

viral mango
#

I mean yo cant change animations with transitions just using the blend tree

#

but noww I have a doub

#

how to make a soft transitions from one animation to other

#

beacuse whe I press to walk left and after a second press to Right arrow the animation looks weird

heady nymph
#

I tried making an animation for fishes to be swimming and then jump up, but when I hit play in unity all of the fish follow the first fish in the same movements. How do I switch it to where the fish will move their own separate way?

atomic shard
#

Does anyone know if there's a way to predict where a gameobject will be later in the animation?

#

I couldn't find anything on the forums or online.

atomic shard
#

Context: I'm trying to modify my baked walking animation kinda like how they did in Star Citizen where the character automatically steps over obstacles and crap. I think i've got the procedural animation part down, but I can't seem to find a way to predict the position of an animated GameObject.

crude basin
#

hey i know very little about animation and i would like to ask how can i make an animation play when i press "w"

lyric stratus
#

_ _
also does anyone know why I can't change my sprite when my object is in an animation?

atomic shard
#

in that case

lyric stratus
pine badge
#

The rotation of the hand in my animation is represented differently in quaternion in blender, or something
In unity, transitioning between those anim clips causes the hand to move around the wrong way or even, rotates around just to be back to the same rotation

teal latch
#

Hello friends, I'm new to Unity, is there a way to set this simple character's IK in a way that it's not broken?

undone rampart
#

Anyone manage to get blender to export animated custom properties?

#

somehow i can't see custom properties inside unity, not sure if blender did export it or unity just didn't detect it

old kayak
undone rampart
old kayak
undone rampart
tulip niche
#

How can I stop it from going to idle this quickly?

tardy goblet
#

Idk but i want to give this here as its so good and explains it so well and i see so many to fail or not care enough to make actual good reload animations:
https://www.youtube.com/watch?v=ym_mNU6DWK8

hybrid tinsel
#

@tulip niche depends on how you are going to idle (I can't view the video on mobile so apologies if you show it).
If it is a state transition, you can just increase the transition duration and or adjust the exit time which would force the first animation to reach a certain point before transitioning.
If you're using a crossfade, you can set the transition duration directly in the call.
If you are using a blend tree state, you'd need to adjust how fast the controlling variable changes.

steep girder
#

hey guys, how can I export the animation with bones as frames?

old kayak
steep girder
#

even if i did with unity?

old kayak
#

Just to be clear, When you say frames you mean export it as images right?

old kayak
#

Then yes you need to render it out yourself

steep girder
#

i wanted to exported them as images - frames

old kayak
#

right, so you need to have some sort of camera setup in Unity, and write some code to render them out to image files

steep girder
#

oh okok

tulip niche
hybrid tinsel
#

@tulip niche

viral mango
#

can I use one animation for multiple characters?

#

I imported one animation from mixamo I wan to set this animation to all characters but just one character are making the animation

fluid sage
#

Hey I've been trying to make a cool lightning effect for a little animation no scripts or anything just good old fashioned animation and animator for vrc. Is there any videos yall know of that can help make a good looking lighting/electricity effect cause the ones I normally see either cost money or use some shader thing that isnt comparable with my version of unity

fluid sage
#

Where do I get that trails material I see them put on? My project doesnt have any trail material x.x

fluid sage
agile solstice
fluid sage
#

Okie dokie, thank you so much <3

gaunt cosmos
#

How to rotate a ragdoll

#

My ragdoll doesn't seem to rotate

gaunt cosmos
merry willow
#

Hello, is it possible to import animation from blender on an already existant character in unity ? ( I have my current character in unity with only 3 animations, i want to create more on blender and add them to the character instead of creating a new one and having to do the whole setup again)

gaunt cosmos
#

Yeah you can

merry willow
#

okay ! thx, I'll do the animations and i'll try then

median pulsar
#

Umm... i dont understand any video about setting animation when i get on specific position... can someone help me?

#

nevermind

brave kettle
#

Just to be clear: what's the correct way to ensure an animation isn't interrupted by an "any state" transition? e.g. any state can transition to "Falling", but I'd like "Jumping" to have an exit animation if the criteria for "Falling" (airborne, not actively jumping) are met

#

i assume it's related to "interruption source" but i'm not familiar with that lmao

tawny tangle
#

why i cant use different animation clips on the same animator for different objects?

uncut salmon
#

Animator's are asset files. If multiple objects are using the same one, it's not a unique version of it.

#

If you want them to behalf differently, then you need to give them their own Animators.

merry willow
#

how to update a model in unity, with one that have more animations ?*

uncut salmon
#

Just override the FBX.

merry willow
#

okok

#

thx šŸ™‚

hybrid tinsel
#

@brave kettle just add those same criteria to the any state, but as negative.

#

So it won't trigger when the other one does

#

@merry willow check the manual, there is a naming scheme that will tell unity to add the animations from one file to another

merry willow
#

thanks

brave kettle
hybrid tinsel
#

You can also set the transition priority by adjusting their order in the list; lower priority transitions will never interrupt higher ones.

brave kettle
#

I've had no problems getting the correct animation to play during the correct state - it's just the enter/exit animations. for example, in one frame, the character's internal state is "falling", then in the next it's "sprinting" (that's handled in code and has nothing to do with animation; the gist of it is that the entity's internal state machine can transition to another state multiple times in the same frame, which is intentional so that the player can hit the ground running in a literal sense).

the animator will then register that the character is grounded, moving and sprinting, which should cause it to transition to the sprinting animation, but before it does that, I want to ensure a complete "landing" animation plays.

brave kettle
#

Manual wasn't at all clear on how those were handled, it's vague as hell

#

but i'm also thinking from an "event handler" system because I'm primarily a programmer lmao

#

the priorities I'm used to involve a pretty straightforward lowest -> highest system rather than "next state", "current state", "current state then next state", etc.

hybrid tinsel
#

This is why I don't use any state for that, personally.

agile solstice
hybrid tinsel
#

For my actual character I only use any state for death and special animations.

agile solstice
#

Any State transitions seemed really convenient until I realised how zealous they are

hybrid tinsel
#

Yup.

brave kettle
#

reason for that being I don't want any kind of "jitter" or delay between various movement states

#

that doesn't play well with animators and "any state" though

agile solstice
#

In retrospect I'd use only the minimum amount of conditions for Any State animations, and preferably triggers
Once I ended up having to individually check a bool for every animation the character had to stop them from interrupting each other

hybrid tinsel
#

It feels like you're working against the animation state machine in general.

brave kettle
#

Yeah, I'm not fond of it.

#

The design of the actual character controller feels pretty clean from a code standpoint

agile solstice
brave kettle
#

I was able to eliminate quite a lot of bullshit and make something smooth and consistent

#

the important thing for me is that since the game I'm working on is heavily movement-based, I needed that internal FSM to be able to shift gears in a way that Unity's animator FSM cannot

hybrid tinsel
#

Like I said earlier, you can always just set states and transitions explicitly by code using crossfade, if you're that determined.

brave kettle
#

I might end up having to just code it in, yeah.

#

Would probably fit into the internal FSM better

hybrid tinsel
#

Let's be clear: you don't have to, you want to. Because you don't like the animation state machine. 😁

brave kettle
#

I have to if I want the functionality I'm after (^:

#

Honestly, if "any state" wasn't so - to borrow a term - zealous, everything would be fine lmao

hybrid tinsel
#

The fork isn't the ideal spoon for you.

#

And any state is basically a nuke

balmy river
#

hi everyone, i want to make an animation 3D, i already did the animator conection stuff including creating boolians or something, i also put the animations into unity and they are separated in timestamps but when i click start the doll doesnt move any1 can help?

#

how do i make him do the animations? :(

uncut salmon
#

Did you assign the animator to the object?

balmy river
#

let me check

#

think so

#

yeah

uncut salmon
#

There's no controller assigned.

agile solstice
balmy river
#

so i put the controller in

#

it ruined the screen of the game

agile solstice
balmy river
balmy river
#

wait im on 3D tho

agile solstice
balmy river
#

that is the video im using

#

hahaha

#

im doing what he is

#

but when he starts the game

#

the doll moves

#

mine doesnt

#

that is my problem D:

agile solstice
#

Did you make the animations you're using?

#

If not, it could be difficult to know if they're functional in the first place

balmy river
#

ye

#

i did

#

i made 4 i think

#

get up walk still and sit

#

this is done too!

#

this i did nothing

agile solstice
#

I can't really guess what the issue is
Watch more tutorials so you'll catch errors like missing controllers

balmy river
#

ok ty anyways

arctic comet
#

is there a method of getting the current progress towards an animation as a float?

#

im trying to tie my crouching animation to the charController height

wooden ridge
#

Hey im not sure if this is a tracked issue but ive been noticing this png image icon appearing in the Scene View whenever i use features from the Animation Rigging lib

#

would anyone happen to know what this is?

#

it doesnt seem to impact performance but it just visually bothers me

#

found out its likely linked to gizmos

balmy river
#

hi again fam, ive changed somethings and my doll now walks! it has a problem tho, i put him to Get Up and Walk but he doesnt exactly do that. he only does the movements from the walking animation and for some reason he turns gigantic and doesnt do the Get Up animation

#

welp

#

"get up" -> "walk"

#

send hhelp pls XD

prime lily
#

I'm starting to mess with animations and find myself wondering a few things.

First, is it fine to disrupt animations by replaying itself? If you have a shooting animation, cutting it off to start the next shot would make sense? Changing animation speed would throw off the feel, wouldn't it?

Would it be better to redo animations to perfectly align with fireRate? Then what happens if fireRate should be changed later on (in the case of balance changes), does the animation also have to be changed?

thin epoch
#

Hey guys, are blend trees made specifically for controller's joysticks or are they viable with keyboard? because when i added a blend tree to my movement for the first it only plays the first frame of the animation and then stays on that same frame of the running animation while i move around

thin epoch
#

😐

gray stratus
#

No blend trees are not made just for joysticks.
I use them for lots of float variables from my scripts

#

You can even use blend tree to blend together other blend tree. I did that for the first time today

gray stratus
arctic comet
#

cheers

hybrid tinsel
#

@prime lily in my game I dynamically adjust the speed of the attack animation to match the actual attack speed and it seems to work well. The most important thing to feel good seems to be responsiveness.

#

Of course, if the change is really big you might need to actually alter the animation to fit better if it doesn't look good anymore.

twin musk
#

Yo guys, i don't know nothing about animating, so i got this zombie asset, some animations came along with it, so does anyone one know how to set it up?

uncut salmon
#

Watch a tutorial on mecanim.

twin musk
#

@uncut salmon do you know how to move in animator controller?

#

Or animator tab

uncut salmon
#

I don't know what that means.

#

Like traverse the animation? You can use the scroll wheel and drag along.

twin musk
#

I mean, in normal scene you press shift and wasd to move in there, but in animator scene idk how

uncut salmon
#

I don't know what you're referring to. šŸ¤”

twin musk
#

is it okay to record a vid?

uncut salmon
#

Middle mouse button and drag.

twin musk
#

thanks

viscid ibex
#

Hey, so I've got an animation I'm playing on a skinned mesh renderer. i'd like to be able to make some of the bones "shudder" (have a subtle random movement applied to them) while still running the normal animation. Basically they're skeletons and i'd like to have them jiggle around when hit by an effect without having to like, author an entirely new animation...

tulip fjord
#

Ight I've been absolutely mind boggled on this all morning, and thought maybe the Unity community could shed some light since some of the forum/reddit QnAs have never directly addressed the issue

#

I've been having an issue with Animation Rigging, where I have a two bone constraint setup so that a hand follows a weapon, overriding an animation - really simple setup. To address that, it works just fine - the hand follows the point I set for the target and all should be well. However, the Rig (Animation Rigging component) and/or the Two Bone Constraint is causing the entire model to be floating off the ground by a few units

#

There is no issue with the literal animation itself, AFAIK, since I've used these animations many times before with no problem. In fact everything was working fine before I decided to try and use Animation Rigging to achieve better Hand IK placement

#

A screenshot to demonstrate:

#

If I remove the Animation Rigging Two Bone Constraint, its just fine - but once its added it causes this floating

#

I can apply in offset in the animation for the root transform y position, and yes that does "fix it" but thats more of a band-aid fix then an actually solution to the problem since I'd then have to update every animation I have to use an offset

#

when I'd much rather find how I can address the actual problem

paper prairie
#

Hi everyone! Okay so this animation layer settings window just won't be closed, It keeps following me around in the project and I really can't find anywhere how to close it. Anyone know how to hide/close it? Help appreciated

#

Nevermind! I solved it "close all floating panels" in the menu. Thanks anyway.

tulip fjord
# tulip fjord There is no issue with the literal animation itself, AFAIK, since I've used thes...

Okay well my ADHD in fixing this has finally led me down a rabbit hole where this thread waited for me at the end https://forum.unity.com/threads/ongoing-humanoid-issues-in-animation-rigging.1080695/

#

and so to summarize, my avatar suffered from the issue of having the root node (one up from the hips) scaled / not at scale 1,1,1

#

so resetting that, and making the few small fixes to adjust to that, fixed my problem for me

#

(at least for now)

#

just leaving this info here in case someone else stumbles into here and searches for anyone else talking about the same thing

cloud storm
#

I bought an asset that has animations that move the entire avatar. (I guess this is "root motion"?)

What settings on the importer do I need to look at that so my game code can be responsible to move it? (basically imagine it animating but standing still / paws sliding)

#

Because root motion is set to "none" in the importer, and that confuses me.

#

at the very least, I would want the XZ plane motion to be entirely up to my character controller, not to the animator.

#

Ok, got it... hmm.

split python
#

How do I fix the "Cannot preview transition: source state does not have motion" error from the animator window?

hybrid tinsel
#

@thin epoch are you using the raw input of the keyboard?

#

@split python add motion to the source state.

thin epoch
#

the mixamo animations are placeholders anyway until i animate my own

placid jacinth
#

hey guys listen

#

i have a gun which has a idle animation

#

and i want to add ADS(Aim Down Sight) to my gun

#

but cause of the animations

#

the ADS does not woork

#

but without the idle animation it works

#

so what i want is...with idle animation, i want the ADS to work

#

any solution?

snow depot
#

please post a picture of your animator window please

#

otherwise I don't think anyone can help

placid jacinth
#

oh and

#

i forgot to mention that

#

for ADS

#

im using Lerp

#

lerping it from hipfire position to ADS postion

#

ok i figured out one solution

#

but it gave rise to another problem

#

lmaoooo

placid jacinth
#

animations are the only problem now

fluid sage
#

so im trying/wanting to make an animation that is like a c or half/ three quarters of a donut animation and have it flat so that it only tracvels on the spikes. Im basically trying to make a sort of semi static effect that goes through each metal prong. https://gyazo.com/34249875b7ca8b690750e81654814051

fringe whale
#

šŸ‘‹ I'm a bit confused about the timestamps displayed at the top of the animation panel. I'm looking to create an animation that lasts by default 1 second.
Am I correctly assuming that making it stop at "1:00" like in the screenshots does that?
Thanks

distant dust
#

i think so yeah

#

why not just play the animation and see?

hybrid tinsel
#

@fringe whaleThat is correct, assuming you play it at 1.0 speed

balmy furnace
#

Hi all, would like to ask some advice on workflow.
My task is to create a Master Timeline sequence built of nested timelines. And at one, a section of the animation needs to loop. Then after some input or trigger, the rest of the timeline should be able to continue.

I've only dealt with linear timelines so far, so am a bit unsure if this should involve Animators and Timelines, or something else.

hybrid tinsel
#

@balmy furnace there was a unity unite talk that covered exactly this sort of thing on youtube a while back, had some good examples.

#

Might be easier to search for through the associated github

tulip niche
#

How can I make a turning animation play when I turn? Like when I move the mouse to rotate the player so it’s not just gliding while turning, but so the feet move in the direction you turn to. I don’t want this to just be in idle but also in all other animations that can do it. How can I do this?

distant dust
#

inverse kinematics?

distant dust
#

(i havent made sounds for reload yet)

tulip niche
tulip niche
distant dust
# tulip niche ?

i think thats the way you make body parts move when others move

#

so when you move the head, the legs will move realistically

tulip niche
distant dust
#

dunno really, i’ve never tried

#

?

unborn fulcrum
proud stream
#

do you know, how to properly add an event to an animation? when i try to apply one, i get the error "AnimationEvent 'name' on animation 'animationname' has no receiver. Are you missing a component?"

uncut salmon
#

Right click on a frame, add the event. Click on the event and assign a function to it.

snow depot
balmy furnace
hybrid tinsel
#

they are all terribly named so not certain without watching it

balmy furnace
ember wasp
#

guys, is there a way to force a transition between 2 animations (during the merge blue area) to stop in order for an anystate animation to come up?
Example: My character is making a transition from walk, to catch something on the ground, so there's a short merge in the transition between walk and catch, during these merge, he receives a punch, currently, even if the punch comes from an anystate, while the damage will be seeing, the punch receiving animation simply won't be played until the merge is done or in some cases, it won't even be played at all.

ember wasp
#

In this video you can see player 1 receiving the hits, the damage is done, but mecanim doesn't start the animation as he's transitioning between walkup to walkupback. I've been waiting for the programer of my team to solve this for 3 years already and nothing so I want to try doing it myself but google doesn't help either.

ember wasp
#

Solution: Interruption Source: Next state.
3 years for my programmer to solve this problem vs 1 day of me, the animator, googling the solution to solve it... sigh

midnight kernel
#

hi, im trying to split this spritesheet into 3 parts but it keeps splitting up into 2, any fix to this?

old kayak
midnight kernel
old kayak
#

they're 16x16 sprites right?

midnight kernel
#

yeah

#

šŸ˜•

old kayak
#

did you click slice?

midnight kernel
#

.. obviously lmao

old kayak
#

hey you never know lol

#

it should work then

midnight kernel
#

but it didnt :|

#

omg

#

im an idiot

#

you can draw custom squares

#

ahm

old kayak
#

you can, yes

midnight kernel
#

sooooo

#

oof im an idiot

#

thanks for trying

#

tho

old kayak
#

still not sure why it didn't do it automatically but glad it works now

midnight kernel
#

yea me neither

hybrid tinsel
#

The image might be a pixel too small?

midnight kernel
#

wdym i imported the image as a 64x16 image

#

oh wait yeah true

#

oh it was lmao

graceful reef
#

I made an animation of a cube that resizes in the x coordinate and then in the y coordinate. And when I want to enlarge it in the editor, it just changes its size, which was set in the animation. Does anyone know how to fix this? (I translated the text in google translator)

graceful reef
#

well i have animation of cube shrink and enlarge

#

when I want to enlarge the cube, for example, to a size of 100 in the x and y coordinates, then it shrinks to the size that was set in the animation

#

I need to make it so that no matter what size the cube is, it shrinks and grows a little (as it was in the animation)

#

the animation indicates that at frame 15 the cube shrinks slightly

#

But this cube reduction depends on the Scale value

#

ща

#

when i change the size of the cube it constantly reaches the value specified in the animation

#

when I increase the size of the cube to 12, the animation changes it to the size that was specified in the animation

#

I need the animation to adjust to the size of the cube

#

I don't know how to explain it

#

I threw a video with my problem

snow depot
#

animation keyframes override inspector values

graceful reef
#

I removed animations

#

now everything is fine

lost epoch
#

hey guys, what processes are usually used for 2d facial expressions?
From the results I'm seeing on google it's just sprites; is there really no other way?

twin musk
#

Guys, so this guy duplicated an animation, but the first one appeared, when i did, it didn't appear it just duplicated the animation i'm selecting

#

can anyone help me?

merry willow
#

hello what does this error mean ?

honest flare
#

how would u guys make an object retract and expand back into the same scale it was before using leantween?

old kayak
fluid sage
#

hey im having an issue with an animation where i want it to shoot out hearts facing straight up, but its just keeping the mesh in this angle and idk how to make it stand up staight?

hybrid tinsel
#

@lost epoch depends on the style you want really.

hybrid tinsel
#

I do a mix of flipbook and sprite mesh animation for faces myself.

distant dust
#

:o

thin oasis
#

[Unity 2020.3.11f1]
whenever i'm trying to color a single material of an object when animating it changes the entire objects colors instead of only that single material

#

What it looks like outside animating:

lost epoch
lost epoch
#

@lost epoch depends on the style you want really.
I do a mix of flipbook and sprite mesh animation for faces myself.
@hybrid tinsel flipbook sounds like what I know the only option to be; drawing the face many times, each in it's "final" position and multiple in between, then "run" them. Right?
what's sprite mesh animation though?

hybrid tinsel
#

@placid starThat sounds like an issue with the data the program exports; what happens if you re-import the file in your animation software?

#

Also, mentioning what software you're using might help if there's something specific it needs

#

Flipbook would be the sort of face animation on here, yeah.

#

Bone animation is the face animation on this one

#

Where you rig the face the same way you do the rest of the character

stuck elm
#

Are you using keyframe optimization in the importer?

#

If the keyframe at the start or end of an animation is removed by optimization, it will cause that.

hybrid tinsel
#

It sounds like splitting it up would be the way to go then

#

Either that or putting a buffer of a few frames between each animation maybe

#

are you using .blend or .fbx?

agile solstice
twin musk
#

Hi guys

#

here is same cutscene playing in both of these clips

#

in first one it plays correctly

#

but in second one as you can see the crowbar doesnt get animated

#

why is this?

#

this is running on same build btw, I just re-entered play mode

#

I would appreciate help.

agile solstice
#

@twin musk Well you have some errors in the console, those can always cause stuff to break unpredictably

twin musk
#

I fixed it.

thin oasis
agile solstice
# thin oasis No

I looked into it a bit, and found only some very cumbersome solutions
Which would be to either get all the materials in an array and modify them through script, or make a new shader for each material which has a different property reference for color besides _BaseColor
Animation seems to be able to only modify the properties based on reference

#

Though it might be possible to make a script that lists all the materials, expose their colors in editor and then animate those variables

thin oasis
agile solstice
#

It definitely feels like something that shouldn't be so complex

thin oasis
#

Yeah, pretty much

agile solstice
#

Having the different materials be on separate meshes/objects also works but it's not always an option

blazing gale
#

I have an animation for my 2D character that does an attack and moves forward, but there's no 2d root motion for Unity, so how would I make it move in Unity?

blazing gale
#

I think I figured it out, I've been searching for it forever, but when I just search "unity how to offset by pixels" instead of anything related to root motion, I got my answer

#

I just put a lot of animation events in my animation to offset my player, seems a lot more tedious than it should be

hybrid tinsel
#

@blazing galeRoot motion works for 2d.

high vessel
#

anyway to have the arm interact with the dynamic bones on the cape?

hybrid tinsel
#

@high vesselAdd colliders?

#

Though it depends on whether the dynamic bones are driven by physics or just a spring motion script.

blazing gale
#

Just saw your message, how does it work for 2D? My 2D is pixel art and it has root motion on certain attacks

#

I don't know how you would set it up in Unity though

high vessel
hybrid tinsel
#

@blazing galeYou would need to animate the root of the object in the animation.

#

There used to be a tool for automating that, I think it was in the shoebox tools.

blazing gale
#

that's what I did in the end, I used animation events like I said lol

hybrid tinsel
#

I use 2d skeletal animation mostly, so it isn't much trouble to do root motion(though I usually don't)

#

For sprites, not as useful probably.

tulip niche
#

How can I make the characters legs move when turning, like most games do? I know it requires an animation but how would I even play it when turning?

#

Like when moving the mouse to look around

hybrid tinsel
#

@tulip niche depends on how your animator/input is set up; basically, you measure either the character's rotation or the player input(or some mix of the two) to determine hiw much the character is 'turning,' then feed tgat into the animator as a float to drive the actual blend.

tulip niche
#

I could use some help

hybrid tinsel
#

Well, you'll need to break the problem down into manageable pieces(which is what I tried to do there) and take each at a time. Figure out what specific problems need solving, ask for help as needed.

tulip niche
hybrid tinsel
#

Input.GetAxis("Mouse X");

#

Will get the horizontal mouse speed.

#

Though if you are rotating the character based on the mouse you can just measure the actual turning of the character.

tulip niche
half latch
#

Hi, just a quick question

#

I've created an animated fbx model with an armature that has a flying animation where it flaps it's wings

#

I've created a prefab that houses the fbx and created a separate animation for the prefab itself called 'patrol' where it circles around the map

#

The patrol animation is working, but the flying animation with the wing flap isn't

#

does anyone here know what I am doing wrong or am missing

half latch
#

The object is moving but it isn't flapping it's wings

arctic comet
#

Is there a method of randomly selecting what type of animation I use?

#

I just don't want a massive web of connections inside my animator

hybrid tinsel
hybrid tinsel
#

@arctic cometDid you check while the game is running? Nested animators won't work in the animation window preview.

arctic comet
#

So if I do Play, and the anim is set to loop in the Inspector, will it then loop that animation?

hybrid tinsel
#

That depends on how the animator is set up.

#

But usually, yes

arctic comet
#

i did not know that

tulip niche
#

So SetBool

agile solstice
#

Turning animations are complex!

blazing gale
#

damn I'm taking so long to respond, don't know if my method is correct, but I just put a line through my sprite to find the center of mass, and I have a box just to represent the ground in the sprite, then when I import it into Unity, I set up the pivot in the sprite editor,

then I have to do some funky math stuff, every time the sprite changes in terms of the line moving, I have to measure the pixel distance, but divide that by the pixel per unity size (100), so if the line x position was at 34, then moves to 36, that would be 2/100, and I just call a translate to move it as such, doesn't really make sense when I type it out

agile solstice
# tulip niche I have my animation things as bool

You can do it with bools, like if mouse speed is above a certain threshold, then set turning bool to true, but that could be jittery as mouse speed is something that changes calue incredibly rapidly
Another option is to blend to a turning animation from standing animation by mouse speed using a float with layer weights

tulip niche
agile solstice
tulip niche
#

It’s a first person character

#

Just move the mouse to look around

#

It’s locked ofc so you can’t see it

agile solstice
#

Well, you're probably already using mouse velocity to move the camera/character

#

Velocity alone is no more complex than 'change since last frame'

tulip niche
# agile solstice Velocity alone is no more complex than 'change since last frame'
{

        Vector2 mouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));

        cameraPitch -= mouseDelta.y * mouseSensitivity;

        cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);

        transform.localEulerAngles = Vector3.right * cameraPitch;

        playerTransform.localEulerAngles = playerTransform.localEulerAngles + (Vector3.up * mouseDelta.x * mouseSensitivity);

        //transform.localEulerAngles = Vector3.up * mouseDelta.x * mouseSensitivity;

    }
``` This moves the mouse
#

I mean let's you look

#

around

agile solstice
#

You could Debug.Log mouse X movement to see what kind of values you can get from it

tulip niche
#

How?

agile solstice
#

Debug.Log(Input.GetAxis("Mouse X"))

#

If this this is an obstacle for you, I recommend looking at some guides or courses

#

Controlling animation with an input is decisively harder than just logging the value

agile solstice
#

I'm sorry but I don't have the time to walk you through this process
You already know what you need to do, finding the how is on you

tulip niche
#

Could I do if (Input.GetAxis(ā€œMouse Xā€) > 1)?

digital trail
#

I have a beginner question:
what's the best way to detect when an animation has finished and do something else in a script?

agile solstice
digital trail
#

thank you ill look into it!

#

@agile solstice that solved my problem thank you very much!