#šŸƒā”ƒanimation

1 messages Ā· Page 79 of 1

bronze inlet
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Hello guys,
I wanted to export an animation from blender to Unity but i got this problem and i don't know how to fix it.
In this picture, u can see my model fly and do a little rotation at the end.
I tried to apply transform and all this kind of stuff but nothing change, Thank for your reply šŸ™‚

hybrid tinsel
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@bronze inlet I can't understand your question.

zealous whale
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So quick question I have character movement system in 2D that uses a Vertical float value and Horizontal float value and when I press down two keys like A + W it tries to play both walk_left and walk_forward at once
Is there a work around or better way of handling this

hybrid tinsel
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@zealous whale how do you have it set up? I'm guessing that you mean a 2d blend in your animator? What SHOULD happen if you press both keys?

zealous whale
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I just have it set up to transition to the other animation I haven't messed with the blend stuff yet
I just want it to pick the left or right direction if both A + W are pressed

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but I'm not sure how to go about doing that

hybrid tinsel
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Don't send forward to the animator if both are pressed? Or just give priority to left/ right transitions.

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I really can't tell how your animator is set up

hybrid tinsel
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what the hell is that

hybrid tinsel
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I am guessing that your real problem here is using Any State transitions for everything. That means that the priority will be entirely decided from the any state transition hierarchy

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You could probably collapse that entire thing into two blends, one for idle and one for walking. Or even a single one

bronze inlet
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@hybrid tinsel How can i fix this, because the animation is not well setup in Unity.

agile solstice
# zealous whale

Any State transitions are incredibly zealous and will override anything else if their conditions are met
Control their conditions very carefully or make your Animator without Any State transitions

agile solstice
bronze inlet
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On the left image, u can see the animation from blender and the animation is in the correct position and touch the center. in the images on the right, u can see that my animation "fly" (so don't touch the ground) and do a "little rotation"(don't face forward)

hybrid tinsel
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You might have the wrong bone set as the root

gray stratus
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You can also fix the offset in the animation in the inspector

bronze inlet
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when i click on configure in avatar definition, it shows the rig but he's not in T-pose even though an another animation directly drag from mixamo is in T-pose. So i suppose Blender change something but difficult to say what =S

tulip niche
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How can I change an animation speed based on mouse input (how fast the mouse is moving horizontally)?

hybrid tinsel
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@tulip niche in the state settings for that animation you can set how the speed is controlled. Set that to float, and pass in a float of your mouse speed with whatever multiplier you need.

hybrid tinsel
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There's an option for it in the state settings.

tulip niche
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Ah

tulip niche
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Do I need to define it in script?

hybrid tinsel
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It is just a float.

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You pass it to the animator like any other parameter

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(Using SetFloat() )

shrewd crown
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I have multiple spread sheets with around 20~ animations on each. Is there any way to create bulk animations from one sprite sheet? I did one character so far and it took me so long just adding and adjusting

runic holly
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how to toggle "mirror" property from statemachinebehaviour?

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Oh

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You can just supply a boolean parameter instead of manually ticking "Mirror" in the inspector when selecting a state

tulip niche
snow depot
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as long as each transition has parameters, it should work fine

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anyway

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is it possible to have more than 1 additive layer on an animator

brittle comet
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Might sound kinda dumb, but regarding 2D sprites, if I were to flip the sprite sheet horizontally, outside of the program, say in GIMP for example, would I need to flip each frame or could I just flip the whole sheet?
My guess is flipping the whole sprite sheet would make the frames play in reverse?

snow depot
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why

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would you not flip the sprite in unity

frigid wave
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I'm an amateur game modder, and i'm trying to create a new unit in the game. The unit is an aircraft and uses a bomb bay, however when the aircraft spawns in the bomb bay doors are spawned at the world origin of the model rather than their correct location, however after opening the bomb bay doors they return to their proper location, and the animation continues to function normally. Is there a way for me to fix that in Unity? Or in Blender? I'd really appreciate any help!

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The animations for the game are governed by the code for the game in a text file unique to each unit. In the case of this aircraft the code is: "movingPart":["D4Y1.BombBayL","D4Y1.BombBayR"],"movingPartData":["{"movingPartTypeString":"Bomb_Doors","currentState":0,"speed":30.0,"restPosition":{"x":-0.02444976,"y":-0.08043336,"z":0.06122525},"restRotation":{"x":0,"y":0.0,"z":0.0},"activePosition":{"x":-0.02444976,"y":-0.08043336,"z":0.06122525},"activeRotation":{"x":0,"y":0.0,"z":-90.0},"materialName":"","RestUV":{"x":0.0,"y":0.0},"activeUV":{"x":0.0,"y":0.0}}","{"movingPartTypeString":"Bomb_Doors","currentState":0,"speed":30.0,"restPosition":{"x":0.02934624,"y":-0.08084754,"z":0.06122502},"restRotation":{"x":0,"y":0.0,"z":0.0},"activePosition":{"x":0.02934624,"y":-0.08084754,"z":0.06122502},"activeRotation":{"x":0,"y":0.0,"z":90.0},"materialName":"","RestUV":{"x":0.0,"y":0.0},"activeUV":{"x":0.0,"y":0.0}}"
The "movingPart" section must refer to a mesh, armatures and empty objects break the model
The "restPosition" and "activePosition" spaces refer to the meshes in-game pivot location for the animation. However it seems to default to (0,0,0) for position until the animation first starts

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The code works fine, it's the model that has the issue i believe. I can provide images for context if needed.

old kayak
frigid wave
old kayak
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Just know that you're likely not going to get answers here, maybe email the developers or something

frigid wave
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I was hoping there'd be a way to relocate the objects origin so that it starts in the right place, since I don't think game code is the issue.

snow depot
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Does unity allow more than 1 additive layer per animator

hybrid tinsel
hybrid tinsel
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Though layer order is very important to make sure they work without being overridden by non-additive layers.

hybrid tinsel
snow depot
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@hybrid tinsel thx

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though I have personally not had luck using 2+ A layers

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I never considered that additive layers can override each other

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...if that's the case

hybrid tinsel
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Especially with using broken curves.

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(That's why additive layers don't work well with stuff like spriteswap, which needs completely strict keys that break when blended.)

winged slate
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Q1: What's the workflow to make a rigged tube-like model like this?

This is more of a Blender question rather than a Unity one, but here it goes.
I'd like to make a simple tube, rigged with a long bone chain, to make some noodly shiny robot arms; making the normals and the actual model is not an issue, my issue is with the rigging: is there a way to automatically paint the weights so that the model deforms like a smooth tube?

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that is, I'd like to avoid "elbow creases" around the joints between the bones

crimson cave
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Before adding in my blender animations for the toilet it would look directly at the player (the poop) and work fine but now that I added the animations it wont face the correct way anymore. Any tips?

twin musk
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help

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i have a walking anim

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and it has position, so when it restarts it comes back to the position it was at at the first frame but i want it to start the animation from it's position

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how to do that?

uncut salmon
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You need to put the model as a child of your character, the animate the child instead so that it's local to the world position of the parent.

twin musk
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my character is the one i'm animating

twin musk
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im really new

uncut salmon
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Do you know what a model is?

twin musk
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yes

uncut salmon
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Do you know what a child is, in the heirarchy?

twin musk
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yes

uncut salmon
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Then? What's confusing. Put your character model as a child of your character root object.

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And then animate the child model with the walking animation

twin musk
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root object?

uncut salmon
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So it'll be something like:

Character
> Model (animate this)
twin musk
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k

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one sec

uncut salmon
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You'll need to redo the animation as well, if it's one you created.

snow depot
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not necessarily?

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you can change what object keyframes act on

uncut salmon
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If the keyframes were made in world space, they're going to not be in the center of the parent.

snow depot
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true

twin musk
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the only problem

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one sec

snow depot
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I've got a weird problem

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I tried making a scriptableObject that has a bunch of values that control parameters for an enemy

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I want to make it so that changing the Aim Time parameter affects the transition duration of a transition of the enemy's runtime animator

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the reason I have to deal with this is because I used the animator as a fsm for my enemy

uncut salmon
snow depot
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I'll look into it

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thanks

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time to copy code from stackexchange

twin musk
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@uncut salmon i've put it, now i re-animate the animation?

uncut salmon
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Yes

twin musk
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k

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and by the way, do you have any idea about how to fix this?

uncut salmon
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Looks pretty explanatory. Select the animation and mark it has legacy.

twin musk
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k, ty

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@uncut salmon and when creating the anim do i create it on the model i'll animate or the parent?

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and thanks again

snow depot
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here comes the hard part

uncut salmon
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You animate the child, that's the whole point.

twin musk
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k

hybrid tinsel
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Depends on the situation.

uncut salmon
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So that the position you assign it is local to the parent. Then you can move the parent wherever you want, and the child will stay with it.

snow depot
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trying to figure out the name of an animatorstatetransition

hybrid tinsel
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I often put the animator on the parent

uncut salmon
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Sorry I misread, yeah you can put the animator anywhere as long as you're targetting the child*

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I thought you were asking what you were supposed to animate.

twin musk
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How do I make it so the timeline displays seconds instead of frames?

snow depot
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If there is a way, I'd like to know too

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but there isn't one to the best of my knowledge

twin musk
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Darn ok thanks

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Ohhh thank you so much!

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@uncut salmon still

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i did all and it's still whe nim playing the character comes back where it was in the first of the animation when the animation is done

snow depot
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jesus

uncut salmon
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Sorry, is this a looping issue, or a positioning issue ...

snow depot
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I wish I saw that button years ago

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bro

snow depot
twin musk
snow depot
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I don't see that on mine

uncut salmon
uncut salmon
twin musk
snow depot
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I didn't even know that there was a timeline component/window

twin musk
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i have no softwares to

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one sec

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@uncut salmon

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Why does my model turn when I switch it to humanoid?

twin musk
# twin musk here

the problem is that when the anim ends it sets it's pos to the place where the anim started

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@uncut salmon

twin musk
hybrid tinsel
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@twin muskThe root bone in the hierarchy is rotated; you'll need to set the offsets in the importer to counter that.

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@twin muskactivate root motion?

twin musk
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one sec

twin musk
hybrid tinsel
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In the animation settings

twin musk
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i did, still

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please help

hybrid tinsel
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You'll have to provide more information, like Osteel said

twin musk
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One sec

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or, nothing, thanks

civic forge
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Some procedural fish animations and fluid motion using shader graph

fluid sage
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And that white particle in the scene is normally a rainbow of colors from its base color gradient, so idk why its forcing it to be all white instead of compying and changing to the particles color

paper prairie
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I have a problem. I am doing a course, and have just rigged a character in unity. I have played around with the transformation settings and now, the problem is that now I want the default pose of the model. Can anyone help me fix this? No matter what I do I simply cant rotate and move everything back to normal.

steel willow
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Is there a reason why i should switch out from using legacy animation for my weapons?

agile solstice
steel willow
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How would i go on about setting up animations for weapons? Is generic animation type the best for it?

paper prairie
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Anyone knows why this happens? I just add a simple keyframe and the model goes from neutral to this.

hybrid tinsel
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@fluid sageYou aren't using a particle shader. The standard shader doesn't use vertex colors. Also, should ask stuff like that in the shader channel, you'd get faster replies šŸ˜›

hybrid tinsel
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Generic is fine for most nonhuman objects.

steel willow
hybrid tinsel
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@paper prairieIt looks like you are moving the hips but not the IK targets of the feet.

steel willow
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I was using Legacy until now but the docs keep saying not to use it anymore so im guessing they will remove it soon

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So generic is the only one to use now?

hybrid tinsel
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Legacy is generic with less features, as far as I know.

steel willow
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legacy is technically faster, too

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cuz its just a simple animation, no fancy stuff

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I wonder if they will ever do another type that follows up from legacy and is more modernized

hybrid tinsel
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Yeah, except for the lack of official support/compatibility there's nothing wrong with using legacy,

steel willow
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mhm...

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its the support part that troubles me šŸ˜„

hybrid tinsel
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Then use generic.

steel willow
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im trying to convert it to generic, but i cant get the damn length of an animation

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it just grabs the one that was playing beforehand even if i have .Play before i grab the length- which im assuming it hasnt switched yet then

steel willow
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welp turns out i need to just grab the whole batch of clips from the thing lmao

fluid sage
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hey so im trying to make fireworks in the animator, i have all the animations and i have it set so when i do a fist it triggers one of 11 fireworks. Im having some trouble trying to figure out a method thatll allow me to shoot multiple fireworks. How its working atm is itll shoot a random one out and itll result vanish if i shoot another one out mid animation. how can i make it so that one firework animation can play and loop back to the trigger so i can shoot again? and multiple of them? im trying to add emission onto my firework particle and for some reason it just doesnt work, it just makes it pure white and doesnt change to the color that i set, im using just the default texture so idk why its just like this?
https://gyazo.com/50d185de06727e14086f1c7a0331b831

hybrid tinsel
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@fluid sage I already explained the color thing last time I replied to you

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And the animator is a state machine, so moving to a new state will leave the previous one. Are these mesh animations, or particle system animations or what?

fluid sage
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Particle system animations, and I'm sorry I know you already answered this but I've tried changing it to a particle shader and it still does whiteness and doesnt go with the vertex

twin musk
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Question : i am trying to animate 2 objects , a spoon and plate of sugar , the animation should be like , i am holding the spoon and when i get closer to the plate of sugar i can press E and the spoon will play animation taking some sugar out of the plate , But the problem is : the plate change position , so how can i actually animate the spoon to go accurately into the plate and take some sugar even if the plate change its position in the room for example

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is that possible ?

inner forge
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Hello, when i import .fbx (from Blender) animations are 2x faster and they are choppy.. what can i do to make it work correctly?

hybrid tinsel
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@twin musk usually you would either force the objects to be in the proper relative positions before running the animation, or use something like inverse kinematics to adjust for the difference.

hybrid tinsel
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@inner forgeWhat happens if you import that fbx back into blender?

paper prairie
pine badge
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Hi. So i'm using some random animation for the swimming animation
But as u can (hopefully) see, the hands are facing leftward when the character's supposed to be facing rightward. Is there a way to mirror an imported animation, front to back?
(Sorry my characters' are rayman style so.. the top left smaller triangles are the hands)

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Since it's only this animation, i guess i can't do a "parent to another root transform" (not to mention i probably already did that bcoz most of my original anims are from blender)

I can prooobably do stuff in LateUpdate, but how do i handle anims in transition and all that?

pine badge
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I've been using anim.GetCurrentAnimatorStateInfo(0).IsTag and it usually works. But it doesn't seem to work if the state is a blendtree?

hybrid tinsel
pine badge
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Basically the swim anim is facing the opposite side, front/back wise

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Actually it's also supposed to lay flat horizontally, this one also looks up, but that's just blender thing i guess

pine badge
paper prairie
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How do I save multiple overrides in an animation track as a single animation?

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Single animation clip*

paper prairie
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When I mark all the tracks, including the animation track and press "convert to clip track" multiple smaller tracks show up on the corresponding track. Isn't it possible to get a single animation clip file containing all the animation data?

crimson cave
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before i did the animations for the toilet it would face the player but now it wont?

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anyone know how to fix this?

agile solstice
crimson cave
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thanks ill give that a go

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no matter which way I rotate the toilet using the parent object it just snaps back when the animations start to play again

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I think the rotation of my blender model is wrong is there a way to change it?

agile solstice
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there's also this option in import settings which may help with some particular export settings for orientation, or it might not
It's quite the mess

crimson cave
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is that setting in unity?

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I tried it and it just does the same but with the opposite rotation, Ill just have to try exporting the fbx file again

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is there a way to overwrite the fbx files so that it just auto updates in unity?

agile solstice
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Though always overwriting files like that without version control is a bit risky

crimson cave
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yeah Ill just import it as a separate file then

molten pawn
viscid gorge
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Is there a way I could see bones in unity? Right now they're all invisible leaving just the gameobject and transformation visible....

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Unless I have to create my own gizmos to draw them inside the editor?

old kayak
viscid gorge
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I figured.

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Thanks! Gonna write a lil script for this. Let me know if ya'll want the script as well!

old kayak
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there are scripts out there if you look around

agile solstice
old kayak
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oooh forgot about that

twin musk
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why is my IK target not working?

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nvm I found out it only works in play mode, how do I make it work in editor mode?

heady valve
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How do you all like to handle things little sequences like cutscenes, interacting with objects, etc -- things that play some animation and also run functions and sounds over time.
Do people generally use visual scripting tools like Bolt for that? Or should that all be done in Unity Timeline?

Here's a sample of the kind of animations I'm working with. Right now I have a really hacky hard-coded solution, I'm looking for something more long term and flexible.

viscid gorge
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Is there any tutorial on making a head faces toward a target? Current it's hardcoded, and it's becoming a problem now...

oblique apex
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maybe this is a stuped question, but I don't know how to do it

agile solstice
viscid gorge
agile solstice
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Just by searching "unity animation rigging" on youtube gives you many tutorials which may be more compact in length

viscid gorge
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Well the thing is I don't care about the rig, we already have a rig setup, I just need to know if there's a specific tutorial about head following.

agile solstice
uncut salmon
heady valve
uncut salmon
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Yep, you can assign signals and signal listeners.

hybrid tinsel
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@heady valve animation events can probably handle 90% of your typical calling of sounds and functions, with timeline for more elaborate interactions.

Also wow, the art and animation looks better every time you show it. Great classic style!

hybrid tinsel
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Is it a point and click adventure, or...?

ionic tangle
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can someone help me everytime i animate my player my player cant move

hybrid tinsel
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You'll need to either provide actual information about your problem or wait for a psychic to show up who can read your mind.

gray stratus
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This^ but also playing an animation doesn’t mean it’ll move. Unless your using root motion.

heady valve
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It's an adventure game, but with character control and a time of day system. Like Stardew valley if it was just the town and character quests. You can see footage on the Twitter @Vivarium_game šŸ™‚

green oxide
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hello, im having an issue from importing blender fbx to unity, this is in blender:

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this is in unity, any advice?

snow depot
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uhhh

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baking?

midnight gazelle
slow void
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Anyone know about Animation Rigging spamming warnings whenever Constraint Targets / Rigs / Constraints are renamed? It seems like something caches the name-paths to Transforms, like if you set up

Rig 1 (Rig)
    HeadTarget (Transform)
    HeadAim (Multi-Aim Constraint)

if you then rename or rearrange anything in it, like

Rig-LookAt
    HeadTarget 
    HeadAim

something starts spamming 118 of these warnings, apparently about something is holding the old name-paths

Could not resolve 'Rig-LookAt/EyesLookAt' because it is not a child Transform in the Animator hierarchy.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Any ideas for fixes or workarounds or explanations of what's going on?

proud jacinth
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i think it goes into here : i need some unity help, basicly im trying to let the shoulder move so the right happens in vtubing, however the rigging only starts from the base of the upperarm (left)

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i cannot really find any solution to that problem online

green oxide
hybrid tinsel
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@proud jacinthevery vtubing software has its own requirements

proud jacinth
hybrid tinsel
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No.

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But I bet they have a discord for it

agile solstice
obtuse hearth
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guys i have a desk and i added open and close animation to it and a script all the other disks are working only this one idk why

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reply if u can help

uncut salmon
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You need to provide far more information than that.

obtuse hearth
uncut salmon
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Then it's not correct. Show implementation and relevant code. Compare one that works to one that doesn't.

obtuse hearth
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i compared everything with the working desks and this desk all the same

hybrid tinsel
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Well, it doesn't work. So that's a difference.

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But the point is that you haven't told us ANYTHING about how it is set up.

obtuse hearth
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guys idk why this desk is not working

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the script works because i used it to other objects and it works

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reply pls

obtuse hearth
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guys

uncut salmon
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Nobody knows what your script is.

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How have you yet to show your implementation, yet continued to ask for help?

obtuse hearth
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like i said the script works because i used it on other objects

uncut salmon
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Like I said, nobody knows what your script is. There's plenty of reasons why it might work for "other objects" and not for the object which is the issue.

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But if you're going to be this difficult to help, then best of luck to you. šŸ‘

obtuse hearth
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šŸ‘

rustic kite
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Hi, I'd need some help to do some really simple animations on a model I made, if some kind person could do it, I'd be grateful. It's a simple model, I think easily riggable and everything, but unfortunately I can't pay. DM me if you could help :)

uncut salmon
rustic kite
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thanks

uncut salmon
robust vine
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In the animation tab im supposed to find a parameter called samples for slowing the animation but i dont know where to find it

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someone does know where it is?

uncut salmon
robust vine
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it doesnt appear in mine

uncut salmon
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You have the window stretched out ... and then proceeded to screenshot only half of it. Screenshot your entire Animation window. >.>

robust vine
uncut salmon
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Can you check if this is selected? Click the 3 dots at the top right of the window.

robust vine
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yeah that was it thx

agile solstice
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The lower of the two sets of three dots in particular ^^
That feature is practically hidden

viscid gorge
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Is there a way I could control the humanoid rig's muscle setting through code?

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Guess I'll ask this in the beginner code then?

twin musk
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Does anyone know if there is a way to accomplish this?
I have a toggle for a game object.
I designed 2 anims in unity, one is an intro/outro animation (speed -1/1 respectively) and an Idle animation.

The goal is to enable the object, play through the intro from frame 138 to 0, then idle anim.
When toggled off, I would like to wait for the idle anim to complete, then play the outro animation frames 0 to 138.

I haven’t touched unity code whatsoever, I’m just using the flow chart layers and parameters in the animator window. Any help would be appreciated very much!

hybrid tinsel
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@robust vine I don't suggest using the sample rate to control the speed in most cases. Better to either just scale the keyframes or change the speed in the animator for most situations.

robust vine
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K thx for the advice

hybrid tinsel
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@twin musk that is possible, though will be a lot easier using a bit of code.

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@robust vine no problem 😁 basically, the sample rate isn't the speed, it is the precision. So setting it too low can make it choppy or skip events while setting it too high can waste resources.

twin musk
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Kind of out there question, is it possible to read VR tracker location and apply that to keyframes? Likely a coding thing I am sure, but it would be very cool to leave an animation in the position the user is in rather than going to a neutral stance and snapping back.

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I suppose that would be an "anim keyframe value override"

uncut salmon
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@twin musk Don't crosspost. You can show your attempt and ask for help, nobody is going to DM for personal consultation.

hybrid tinsel
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Not for free certainly šŸ˜„

hybrid tinsel
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(If I'm understanding your question correctly)

clear pagoda
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I'm starting to get into animating more things and I'm wondering is it better to do transform animations or create animations using the Animator? I'm talking about for mundane things like ceiling fans and the like.

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Up until now I've always done transform animations via script, but I'm starting to wonder if I'm doing it wrong.

tawny tangle
vital light
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I was using unity and came into a problem on my transition. I want it to go black on the same scene then open up on the other scene but it starts with the new scene then goes black and opens

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heres the code i used

dreamy jewel
# vital light I was using unity and came into a problem on my transition. I want it to go blac...

In case you haven't figured it out yet, you can do it time based, like you are in the code example you provided. The WaitForSeconds(0) would need a higher value though. Maybe like (0.8f).

Alternatively you can do it via animation events. In the animation window for your main menu, you can add an "Event" with this top right button. That lets you call functions from your scripts whereever the hell you want in the animation. Super useful for when you want to trigger functions at a specific time.

twin musk
median widget
#

anyone know why my animation looks goofy as hell? it looks different than the animation file, and i think it has to do with baking transforms...

#

but if I try and bake transforms, he rotates a little, for whatever reason

#

ill post a video in a min

#

also, none of the transforms are baked into the pose, as you can see

#

i can obviously bake them, and it fixes the issue... however, the model gets slightly rotated on the y axis for whatever reason when I do this

#

I'll show you

#

i baked it all upon original, and i think it fixed it... or at least enough to where i can't see a visible difference. sorry for the spam lol

snow depot
#

I wouldn't call that spam

#

but either way, glad you worked around the problem

violet crystal
#

Hey! Im a first time UMA 2 user. I have created a character and using it's default run animations for cilck to run in a top down game.

Now I need a mining animation. I tried creating a new animations, but the start postion is in the ground. And after my click to walk stops working.

Even if I adjust the animation wile recording it it is still stuck. Also the animation is just created it's not even being used. Any ideas hot could I solve it?

shrewd zodiac
#

So I have a problem with my animations, so when my enemy spawns it plays the idle animation, then when it's woken up, it will play the chase animation, but when I try to play the hit animation, it just... resets the walking animation, I know this link is an editing link sorry, https://kapwi.ng/w/TNdsFpIx

topaz verge
#

I'm having some problems with animations in unity. I animated 5 basic movements, idle, forward, backward, right walk, and left walk. All of the animations work fine when I play in the unity builder itself, but the backward animation stops working when I build the game and play it. I can still see myself doing the animations, but in the unity builder view and in the view of other players, the animation stays in the idle animation. What could be some reasons this is happening ? (I'm using photon btw)

violet crystal
hybrid tinsel
#

@violet crystalFor future reference, the problem is probably that the avatar for the new animations was using the hips as the y position instead of the feet.

wise drum
#

Hello, so the animator graph for my game is starting to get really complex and there are still cases that are not covered namely for cutscenes and for special interactions.

Do you guys have any tips for a 2D Sprite based game ?

#

I'm not sure what kind of parameters I should be using

#

For the moment every state is a blend tree since there are 2 animations one facing left and the other facing right

tawny tangle
ruby imp
#

Hello, it might be a basic question but I can’t find an answer to my questions on the web.

My teammate asks me when we import the character in Unity why we create an avatar which means he asks why we use humanoid. Because when we add an animation controller our animation generic and humanoid rig work the same as he said. I think I don’t understand the difference between them, and I don’t know when I should use Generic or Humanoid rig in Unity. Could you please someone enlights me 😦

and btw if the question is not the right server I can delete it.

vale flax
#

So i have a problem with the animation rigging in unity. When the game plays, the rig position changes and disappear of the players view. Then tre tings happens first the character disappear, so the animatior comes with a error of generic and humanoid clips and to make all worst the rigg dosent work

twin seal
#

Hey guys, for a game with 2d characters in a 3d environment

#

to get the sprite to do a paper Mario type flip effect when they change directions left and right, should that be done within unity or should those be transitional animations to be made in after effects or something

twin musk
#

hey

#

general animation question i guess

#

what's the best way to deal with one shot animations?

#

like for example, i enter the room - something in the background explodes. that's fine. i tick off an event off the list

#

but processing wise is it better to sleep that animation or remove it entirely?

old venture
twin musk
#

hm thanks, i'm just about to make the animation manager

wooden niche
#

yo guys can sum1 help with animations in Indie games cuz I suck at animations

obtuse hearth
#

im having 3 animation error on 3 objects all have the same script, the first only opens and doesnt close, the second opens and closes but when i exit the trigger and come back it doesnt open , and the third doesnt open or close

#

if u need the script or a small video to show u the animations or a picture of the inspector tell me

obtuse hearth
#

guys when u reply tag me

marsh ivy
#

I'm going to use some animations from mixamo to as a starting point for things, and I want to download one of their packs instead of having to grab a bunch individually

#

however, it seems that on the pack, I can't change the setting to be "in place" for any of them, and some of them do indeed have that setting (mostly the ones for walking, etc)

#

is it possible to change an animation in unity to animate "in place"?

#

or should I rather just get them like that originally, before adding them into unity?

hybrid tinsel
#

@marsh ivyyou can use the 'bake into pose' options for that

vital kernel
#

Hello im having some problem with transitioning between scenes. The animation is getting loaded 2 times IDK why

#
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class Credits : MonoBehaviour
{
    public Animator transition;
    public GameObject TransitionUI;
    
    public void GoToMenu()
    {
        TransitionUI.SetActive(true);
        StartCoroutine(LoadLevel(0));
    }

    IEnumerator LoadLevel(int LevelIndex)
    {
        transition.SetTrigger("StartAnimation");

        yield return new WaitForSeconds(1);

        SceneManager.LoadScene(LevelIndex);
    }
}```
#

The GoToMenu() is called when I click a button on the screen, TransitionUI is a panel which is setActive in front of my credits panel.

#

Its most probably because when I'm clicking the button, the animation is loading once, then the Crossfade (canvas in which the transition animation is present) is getting active and the animation loads once again, how can I do it?

little rampart
#

anyone having issues importing FBX files from blender into Unity?

#

mine keep bugging out and having bones get displaced

old kayak
vital kernel
#

Oh okay

chrome aspen
#

Does someone have experience with making a full body IK with animation rigging?
I want to grab each bone in VR and then be able to move the character around, but so far I can only manage this with limbs only (body stays in place)

obtuse hearth
#

im having 3 animation error on 3 objects all have the same script, the first only opens and doesnt close, the second opens and closes but when i exit the trigger and come back it doesnt open , and the third doesnt open or close
if u need the script or a small video to show u the animations or a picture of the inspector tell me

uncut salmon
#

You need to solve the first one and then the others should work. It sounds like a setup issue for the others.

#

You need to show the relevant code for this.

obtuse hearth
#

ok ill send it wait

uncut salmon
#

Oh ... Yet another collider thing. It always boils down to this it seems.

#

Anyway. Debug log your inside trigger variable.

obtuse hearth
uncut salmon
#

If the player isn't properly detected, your isInsideTrigger won't be true. If it's not true, your E key isn't going to be detected. If your E key isn't detected, your animator won't set the "open" parameter.

#

It's what the code, you wrote, says.

#

So to start figuring it out, start by checking the first condition is being satisfied, your isInsideTrigger variable. Put a Debug.Log in your update and see if it changes when you're entering and exiting the trigger zone of your object.

obtuse hearth
#

hey the debug isnt working

#

i fixed the door it was an error in the parameters instead of trigger parameter i used bool

#

oh so the debug isnt working only on those 2 objects

#

why is that

celest crag
#

Test the conditions themselves, what is inside them.

obtuse hearth
celest crag
#

Then why the code is not getting through to logs?

obtuse hearth
#

idk

#

i hope u can tell me why

celest crag
#

Already did.

Test the conditions themselves, what is inside them.

obtuse hearth
#

the open is true and between the open and close its false and the close is true

#

the animations are working

fleet prism
#

bigquestion

#

did you make a general typo with outsite or should that be 'outside'

robust tinsel
#

How do you set the time for a specific frame in the animation timeline?

#

I want one frame to play a lot longer than the other ones

rapid kiln
robust tinsel
#

Alright thanks

wet whale
#

Anyone know why animating the rotation of say a lid on a chest would turn the other parts of the model black?

clear pagoda
#

Is it better to go with Tween animation or animator animations? I'm trying to decide what's the best way to handle scene animations (like ceiling fans).

viscid gorge
#

I'm running into problems with the new animation rigging system.
First off,
I have layout that the head have a anim constraint applied. The problem is that each individual constrained axis doesn't expose the min and max limitation. The min and max limitation applies for all axis regardless.
Second,
The Blend constraint seems to be affecting other constraint. I have applied a blend constraint on the neck of my character, whereas the head is Source A, and the spine just before the neck is Source B. Even when the neck constraint before head aim constraint, it still throws the head off into a weird direction. Vice versa doesn't work too well together. How can I make the head faces towards a target with limited axis rotation, but also be able to make the neck blend nicely at the same time?

fluid sage
weak sand
#

how can I loop my animation in the animator?

#

idk where the set loop is found?

snow depot
#

@weak sandset a transition from the state to the same state

weak sand
#

ohh nice, thank you

agile solstice
hybrid tinsel
#

@fluid sage hard to make suggestions when you don't say how you made it. Are the sparks a particle ststem? A vfx system? A flipbook sprite? A deformed mesh?

acoustic ledge
#

Hi, I have a "climb over ledge" animation and then a separate "crouch to stand" animation.
They should theoretically look good when played back to back

#

However, "Crouch to Stand" makes the player Teleport to a different location than the location the "climb over ledge" ended on. Any ideas how to fix?

agile solstice
#

Or use root motion which is a bit of a different approach, but handles movement like that naturally

acoustic ledge
#

@agile solstice Thank you; do you know how to infer what location the Character is in at the end of the animation though? My thought is to have an Update() method that says "if on last frame of [ClimbLedge] clip, store rigidbody.position at that moment and then set it equal to....." err logic gets lost here actually

agile solstice
#

Also, this is the exact problem root motion was invented to solve

#

Though I don't unreservedly recommend switching to root motion because it's a bit more of an involved process

acoustic ledge
#

@agile solstice Thanks!!

fluid sage
#

my bad for not giving more info before

hybrid tinsel
#

If they are local space simulated particles you can just scale their parent object probably

fluid sage
#

so just scaling the parent will do the rest? im trying that buts not working

#

wait i changed it to hierarchy if thats what you meant for the scaling mode for all of them

agile solstice
#

@fluid sage Well, generally ribbon effects like that get their scale from their speed, as the distance the particles travel defines the length of the ribbons

fluid sage
#

Oh ok

#

I didnt know that, so I should increase it to make it smaller and add more particles to make it look more electrical

#

But I guess ribbpns arent great at scalingnsize

agile solstice
#

Decreasing speed makes them longer but thin, relatively

#

If you know that the effect will always last a specific time, you can base the change on Duration of the effect, for example by making Start Speed of type curve

#

The curve represents the start speed over the effect's Duration

#

Curve ramping up means the particles move faster and create longer ribbons towards the end of the duration

#

Figuring out what specific combination of variables changes the size of the electricity in your particle system is for you to discover

#

If you can't rely on duration but must control the variables programmatically, that'll be more complex
Particle system variables can be keyframed, so it's possible to make an animation or an animation layer and use that to fade between sets of variables with full control

hot bloom
#

Not sure this is the right place to ask, but none of the help channels seem fit for it.

Anyway, I have imported a model I made, but the transform is in an awkward position.
I looked up info on changing the transform relative to the object but no applicable results, anyone know how to fix that?
(in hindsight #šŸ”€ā”ƒart-asset-workflow would have been better, but I'll leave it here now to avoid cross posting)

marble wren
agile solstice
quartz schooner
#

this might be stupid but what to do I need to do in order to be able to change position of an object I made in blender?

marble wren
quartz schooner
#

it doesnt move

agile solstice
marble wren
#

its important for the animator of my game

#

we used 2dtoolkit before and he could see the loop there without problems

#

now we moved away from it because of lack of support and he misses the option to see the looped preview

agile solstice
#

You can preview looping animations using the animator

marble wren
#

yeah but then you need the 2 separated animations

#

he could also do a scrap animation just to see the loop

#

and then use the normal one with the transition i guess

agile solstice
#

Suppose so

#

Usually you work out the whole thing in an animation software first, then cut it up for unity

marble wren
#

yeah

#

and as it seems there is no way to put an exact frame to start the animation?

#

like i can only do using time in seconds or normalized time?

#

it doesnt seem to be exact

marble wren
#

cant i set like a place in the ruler and go back to that point (i dont mind coding)

#

im doing frame based animation and if i say i have 30 frames and i wanna loop starting from frame 1

#

then i have to do 1 / 30

#

and thats not an exact number

#

then i say play("animation", 0, 1/30)

#

and it doesnt work 100% of the time

marble wren
#

for example i wanna play the first time both frames, and then when the animation finishes i wanna restart in the first frame instead of frame 0

#

but if i do the 1/30 it seems its not precise enough so i see a fraction of a second the previous frame

fluid sage
# agile solstice Decreasing speed makes them longer but thin, relatively

Got it, thanks for the advice I really appreciate it. My end goal is to have this electrical ball grow and shrink maybe with the hands getting closer (shrinking it) and spreading apart (making it grow and burst, but I have yet to figure that bridge or cross it so itll be after I take your advice into the particle to make it look cleaner and sharper.

marble wren
#

what iiiif... i put 1fps and then put the animation speed to 30 and then say Play("animation", 0, 1f)

#

this should work no?

#

the 1f is directly the frame actually

#

nah it doesnt work

#

the speed makes all the numbers to scale

hybrid tinsel
#

@marble wrenunity animations are based on time, not frame. Your best bet is probably to split the animations in the importer before the conversion.

hybrid tinsel
hybrid tinsel
hot bloom
hybrid tinsel
fluid sage
#

so im still trying to make this particle and this is what i got so far

#

and this is what im trying to similarly make

#

im struggling to make it glow luminescent like it seems to, and those small electrical particles that travel along it is hard to copy

hybrid tinsel
#

It looks like a texture on the sphere for the lightning patterns, combined with a fresnel for the edge lighting

fluid sage
#

fresnel?

#

isnt taht a type of lens they use for lighthouses?

agile solstice
#

On particle side there's the beams connecting the orb and fingers, some embers radiating off the orb, and the rather subtle arcs coming off of the surface

#

I'm not sure how the arcs are made
They could even get their shape from a mesh

urban mulch
#

Hello how problem?

agile solstice
fluid sage
agile solstice
fluid sage
#

Hmmm alrighty then, when is it not difficult. Hell I learned all this for fun might aswell learn more lol

fallow vortex
#

how can I set an animation so it just plays "on the spot" and doesnt run forward on the z? (im using the Animator if that information is needed)

#

its like this atm but i want it to actually move on the spot

agile solstice
subtle kayak
vestal karma
#

Hi all, I'm not really sure how to phrase this, but I have an animator related issue. I just practiced making a hinged door animation using a cube that I scaled around. it works fine, but when I move the cube the animation doesn't follow, it stays in the original location where the animation was originally recorded. Is there a way to "localize" the animation so it plays relative to where the model/component that contains the animator is? I haven't had any success on search engines, so I thought i'd try to pose the question here

trail scarab
#

can someone tell me why these buttons are greyed out?

#

i have my object selected and everything

#

and i can see my animation

#

but i cant put a keyframe

vestal karma
#

do you have the correct gameobject selected?

trail scarab
#

yeah

vestal karma
#

well im out of ideas, i cant seem to replicate that without having the animations also disappearing

trail scarab
#

:/

#

heres the whole window

#

buttons are greyed out

vestal karma
#

is it bcos youre at the end of the timeline

#

nvm just tried that, it isnt that 😩

trail scarab
#

why cant unity just cooperate for once thakesad

hybrid tinsel
hybrid tinsel
hybrid tinsel
vestal karma
#

@hybrid tinsel brilliant! Thanks a bunchUnityChanExcited

trail scarab
hybrid tinsel
#

Ctrl d

agile solstice
# trail scarab

Could it be a read-only animation that's embedded in the mesh file?

fluid sage
#

So for some reason when I make a mesh triangle quad emit a png it work in unity and emits the picture look. But then whenni take it into my vrc it just shows a white square like if it's just showing an alpha non colored picture and I cant seem to figure out how to find. It

shut flax
#

Is it possible to create 2D bones without using the sprite editor? I would like to assemble a collection of basic shape sprites (the ones built-in to Unity; circle, square, triangle, etc.) and animate those in the editor without needing to create an image with the sprites in it. This would be helpful for creating prototypes quicker.

fluid sage
#

so im wondering if theres a way to make this look sharper to the image?

#

its a firework im making and this is the image im going off of

#

It's my first time doing png particle effects so this the best I can do x.x

ebon oasis
#

After adding two bone IK constraint, it seems likeI get several errors such as "propertystreamhandler" cant be resolved and "transform not found in humandescription" - any help?

heady harness
#

Is it possible for custom StateMachineBehaviour to get AnimatorController to which this script is attached at editor time? for example in OnEnable method? If not, this is really ridiculous. If yes then we could write so cool editor tools that caches parameters and states hashes at editor time as i do on MonoBehaviours.

hybrid tinsel
#

@heady harnessWhat exactly are you attempting to do?

shut flax
#

Thanks!

long jungle
#

Can any kind soul please help me with understanding whats going on in this video?

#

https://www.youtube.com/watch?v=Y7SABko_ZXQ

So i did the rigging and the animation in blender BUT the Unity part just BLOWS OVER MY HEAD 😦

Can anyone please help me to do it by dumbing it down?

its for Cities Skylines

Get the tutorial files here: https://community.simtropolis.com/files/file/32751-custom-animation-loader-tutorial-files/

The mod is not yet published on the Workshop (it's included in the tutorial files) because I want to publish it along with some of YOUR animated assets ;)

ā–¶ Play video
#

if anyone can help me understand whats going on please do. i have NO experience in Unity but this has to be done

dense bear
#

How do you change the speed of a 2D animation?

heady harness
heady nymph
#

I want to make an animation of a droid floating around and following a path, but I don’t know how to do that without making the animation look choppy. Is there a way to make a smooth path animation?

agile solstice
heady nymph
#

It’s the turning that is choppy and slow. Especially in unity.
I want the path to be smooth and have the droid turn smoothly and naturally

agile solstice
#

Slow? Is this keyframed or procedural animation we're talking about

heady nymph
#

Keyframed

#

I’ve tried to make it smoother using curves, but no luck

agile solstice
#

If you have video that might help me understand where the issue lies

#

Because yea it is possible to implement some spline or path movement systems, but unity doesn't do that by default, exactly

#

Blender might, if you use that for animation

#

But also, keyframed animation 'shouldn't' be choppy

hybrid tinsel
#

@heady nymphDid you set the sampling rate really really low or something?

fluid sage
#

Ok so I finally have a good looking particle for the electricity and the orb. Now I'm stumped on how to make an orb that stays in place in the center of both my hands and will move around. And the biggest one I cant figure out, how to make particles go from my fingers and always go into the center of the orb like it shows in here, idk if I need to use limit velocity or something cause in stuck x.x https://clips.twitch.tv/PeppyKawaiiAirGuitarSSSsss-u3ByMY8WMhOqLTqa

Twitch

Watch SkaleySeto's clip titled "Electro Ball"

ā–¶ Play video
acoustic iris
#

any ideas how to trace the cause of this error logspam?

#

from what i can tell, it happens when i have an animation on a customized avatar setup (i.e. model is comprised of several meshes, and i swap them out on the skinned renderer component), where some of the parts have curves for blend shapes, but not all meshes that could go on that particular renderer need such blendshapes, so they don't have them.

#

this doesn't crash the game, so the overall behavior in-game looks correct -- but this log spam is absurd. is there any way to make it fail these things silently?

bold pagoda
#

https://www.youtube.com/watch?v=eXIuizGzY2A at 10:25 when I drop my char in to the scene it has no bones, does anybody know why? pls ping for awnser. thx

Wanna learn how to make your characters come alive? Then Skeletal Animation is for you!

This video is sponsored by Unity.

You need to use Unity 2018.3 or later to use these tools.

Unity is hosting a 2D Challenge - Check it out: https://ole.unity.com/2dchallenge

ā— Rigging documentation: https://bit.ly/2S1Xn04
ā— IK documentation: https://bit.l...

ā–¶ Play video
fluid sage
#

but this is what im ending up getting

urban root
#

how would one go about making a slash animation in unity 2d like efficiently . current thoughts are: particle trail, series of sprites that spawn?

#

tryna think abt it, have a simple top down arena game and im thinking about the most efficient/visually appealing way to do it

swift swallow
#

hi there is anyone here familiar with creating 3D models and rigs and animating them in blender to put them into unity?

#

If you do, pls let me know as I want to learn the right way to do it

agile solstice
swift swallow
#

I understand about exporting to unity but i've not used unity too much so I was wondering how i could learn how to use my blender projects with unity if that makes sense

agile solstice
agile solstice
#

Good luck!

hybrid tinsel
#

@swift swallowI suggest asking in #šŸ”€ā”ƒart-asset-workflow just because that is where you'll find folks who focus on that sort of thing. But yeah, you will inevitably have to self-teach yourself at some point.

#

(usually the point where you move from blender to unity)

fluid sage
hybrid tinsel
#

@fluid sage not sure what you mean by clippy. And you could raise the speed but limit the max distance by killing or stopping particles that go too far...

hybrid tinsel
#

With such a low quality video honestly it is hard to even tell what the particles do look like.

zealous whale
#

How would I go about doing directional Idle poses?

#

Right now I have one blend tree controlling the UDLR of my sprite

#

But whenever let go it of course snaps back to the default state of facing down

#

Body movement is my blend tree*

#

I tried making a blend tree inside of body idle basically copying the exact same parameters in Body movement but it does nothing

hybrid tinsel
#

Maybe don't go all the way to zero with your parameters?

swift swallow
fluid sage
hybrid tinsel
#

By killing or stopping the movement of any particles that go farther than you want them to. Can use a script for that, or just base it on lifespan since you know how fast they are going.

fluid sage
#

Ah, for what I am using it for i cant use any scripts

hybrid tinsel
#

Set the lifespan so they die at the right time

weak sand
#

Hello, I have a problem with the loop animation here. I already disable loop time but it still loops in the animator

urban root
#

if i wanted to have a slash animation appear in the timeline (a series of sprites/gif), would i just drag the sprites into the prefab seperately and then make visible on the frame they should me?

#

or is there a better way to do it

tulip lark
#

hello is there a way to play more than 1 animations at a time?
say like i have animations for a torso and the legs and wanna play them seperately

uncut salmon
#

Give seperate animators to each part and have them play at the same time (call parameters on both).

twin musk
#

Hey guys, I've been following thomas brushes tuts for 2d character animation.... anyone can tell me how is he making this ??

#

this effect!

hybrid tinsel
hybrid tinsel
weak sand
#

can my animator messes up with my transforms in script? cause I can't rotate my object in the update function, it wont rotate

#

I didn't add any transformations in my animations, but my rotation in script is being overidden

snow depot
#

@weak sandproperties that are keyframed in animations override everything else

#

keyframing a transform, for example, will override the inspector value and resist any changes made through code

twin musk
# hybrid tinsel Can you link the tutorial? What part are you unclear about?

https://youtu.be/2MImqNvgrNg?t=1208, link is with timestamp

Here are the fundamentals for making a 2D platformer in Unity! Thank you Erik Coburn for coding the final version at the end of the video!
Join 1,000+ students at Full Time Game Dev for 25% off with the discount code LETSGAMEDEV using this link: https://www.fulltimegamedev.com/
Get my 2D Game Kit Free: https://www.fulltimegamedev.com/free-game-...

ā–¶ Play video
fossil lintel
#

Hi I am new to motion graphics.
I am confused what software to use.
Can anyone recommend me a free motion graphics software.

#

Thanks in advance

hybrid tinsel
#

@weak sand animations will override the 'update' stage, so you'll need to use 'lateupdate' to make any changes after the animator runs.

fluid sage
#

how would i go by making particles with dark colors? when i go darker it goes more invisible which i get cause its additive but i see others being able to emit dark colors and im trying to figure out how they do it

clever kettle
#

how do i change the pose of a character at runtime?

#

my googling isnt giving me good results

#

i onlywanna change the pose of the hands and fingers, nothing else

#

i use ik for the rest

#

and also, how would i copy a pose from one mesh to another

#

ive got this large pose

#

and i wanna change to a different mesh

hybrid tinsel
#

@fluid sage use a different shader.

#

@clever kettle animation toolkit has a tool for copying poses as long as the hierarchies match.

clever kettle
hybrid tinsel
#

I believe so

clever kettle
#

alright ty

hybrid tinsel
#

Though if you're having trouble with spine their own forums might be a better place to ask

noble lodge
#

An animation of X, Y and Z Axes puts the position of a certain object in a certain position, I want this position to be relative to a certain number, for example, an animation would move the Y Axis, but the X axis was relative to the X Axis which you currently have the GameObject, does anyone know?

celest crag
#

!warn 855959863557357569 You've already been told not to cross-post. Read how to ask questions in Read-me.

dusk valeBOT
#

dynoSuccess CapitƔn Mayonesa#2415 has been warned.

celest crag
#

@noble lodge You've already been told to phrase your question better so it can be understood. Don't repost the same thing.

wooden ridge
#

Hello - had a general question about animation rigging
Not sure if this is the best channel to ask - let me know if not.

Preface:

  • Made a rigged model in blender using rigify
  • Imported as a fbx into Unity
  • Added the Animation Rigging + 2 Bone IK Constraint on the legs

Problem:
I notice the legs twist in weird ways and im not sure if this is more of a Blender issue or Unity issue
IE - am i making the rig bones incorrectly on my model vs. am i not setting the hint correctly or model rig within Unity?

Not sure if people would have experience with this or would need more information
Here's a picture that shows the issue

#

its like the heels are trying to reach the target rather than the tip of the foot

#

Any resources for this would also be appreciated - mostly just following simple youtube tutorials / unity and blender documentation on this topic

jade warren
#

i think you may have selected the wrong target object, you may need to select the tip of the foot as the final bone which you may have missed. I'm likely wrong though

fervent ridge
#

Hey guys

#

How can I support a gif to unity?

#

How can I import?

old kayak
fervent ridge
#

so...

#

I cant?

#

import any animations in unity?

old kayak
#

you can, they just need to be individual frames or a video, not a gif

#

there are converters online you can use

fervent ridge
#

Can unity import mp4?

old kayak
#

yes

fervent ridge
#

thxxxx

#

umm

#

my mp4 is sus

#

whyyy

#

I import the mp4 to unity

#

but the mp4 disapper

#

this

#

omg

#

@old kayak

#

another...

spiral imp
#

Hi. Is there any way to rename animation attributes (blend shapes) from .anim file?

#

on my mesh I have blend shapes that are named like "shape1", but animation have "Group1.shape1"

tawny tangle
#

how can i change the surface type of a material?

twin musk
hybrid tinsel
#

Generally you'd just draw a blurry sprite.

twin musk
#

I made it kinda work, disabling and scaling sprite to 0 when not to use 😦

#

is it efficient though?

scarlet owl
#

does anyone know how to disable this interpolation on unity animations ? My line renderer is not following the animation properly thanks to that... I've tried changing the keyframe properties to "Broken" but nothing has changed...

agile solstice
paper prairie
#

Hi everyone. I have a general question about animatin

#

At which point do you choose to do the animations with rigging inside Unity, and in which situations is it preferable to make them in for example Blender, and just important the animations afterwards? I'm starting to learn animation now and try to make up my mind where to begin.

agile solstice
#

Armature animations generally

#

IK rigs that are controlled programmatically have to be created inside Unity though, I believe

celest verge
#

hey is there a way to make a pose into an animation, I made it without recording it, I just want to turn it into a keyframe

celest verge
#

like how can I make the pose I put my model into in unity into an animation, like something saving it's position and making it a keyframe

clever kettle
#

unity is loading hang on

#

dear god its been loading for 4 minutes

#

i hate this hdd

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LaptopRadar : MonoBehaviour
{
    public Texture[] frames;
    int framesPerSecond = 3;
    public RawImage img;
    void Update()
    {
        int index = Mathf.RoundToInt((Time.time * framesPerSecond) % frames.Length);
        img.texture = frames[Mathf.Clamp(index, 0, frames.Length - 1)];
    }
}
tulip pivot
#
    {
      anim.SetFloat("vertical", 1);
    }

Hey guys, I have it set so when the vertical parameter is > .01 it will go to the run animation(it switches to running if i manually change vertical to 1) but it does not work when i do it using script, I log out what vertical is in the update function and it says it is 1... and it still does not work, some help would be great thanks!

tulip pivot
#

Ok now i see the animator showing the walk animation playing but in the game it is still the idle? animation?

hybrid tinsel
#

@tulip pivotIs the float in the animator updating during play? If not, you might have a missing reference in your script

tulip pivot
#

@hybrid tinsel it is updating yes

hybrid tinsel
#

Or if it is showing the walk animation playing, it might be targeting the wrong animator

tulip pivot
#

When the float is updated to 1 it plays the walk animation in the animator window but not in the game screen(it still places the idle animation)

#

I have double checked if they are the correct animations and whatnot

#

It's so frustrating because I have spent hours on Google with nothing that works šŸ’€

hybrid tinsel
#

What happens if you remove the transition back from walk to idle?

#

show the transition settings?

#

Is the transition longer than the animation?

tulip pivot
#

Okay give me a second

tulip pivot
hybrid tinsel
#

Is the duration of the transition into the animation longer than the animation itself.

tulip pivot
#

i dont think so

hybrid tinsel
#

That is a very long transition

#

Try making it much shorter?

tulip pivot
#

is it?

hybrid tinsel
#

And is this a sprite animation or skeletal?

tulip pivot
#

thats wierd the other transition is .1

#

skeletal

hybrid tinsel
#

It is more than 3/4 of the duration of the run animation.

#

It might actually be transitioning back before you see a noticeable animation

tulip pivot
#

well it is allways on 1 so it is just looping the run animation

#

i will try to take a video

hybrid tinsel
#

What happens if you just have the run state as the default?

#

And you're sure that this animator is attached to the correct object?

tulip pivot
#

if i swap out the idle animation with the run one the run one plays

hybrid tinsel
#

...er. also, you are setting the vertical in more places than 'awake' right?

#

Because awake only is run a single time, when the script first runs

tulip pivot
#

and not right now just for testing

#

i was before but i thought my script might be the issue

#

but idk why the animator would be playing the animations and not the game

#

i am using a generic avatar instead of a humanoid though

hybrid tinsel
#

So?

tulip pivot
#

could that be causing anything?

hybrid tinsel
#

Not unless you're trying to use IK

tulip pivot
#

nope

hybrid tinsel
#

And if you drag in a new instance of the run animation and use that?

tulip pivot
#

bruh

#

i checked apply root motion and it worked

#

😐

#

wait actually idk

#

nvm

fervent ridge
fervent ridge
paper prairie
agile solstice
fervent ridge
old kayak
clever kettle
#

that script can play gifs if you change it a little

#

just break the gif into frames

tulip pivot
#

does anyone know why my animation in blender is looking forward but my animation imported in unity is looking to the right?

#

i imported 4 animations and they are all looking to the right

quiet mauve
#

Does anyone know how to stack multiple position transformations in an animation? My goal is to have two position animations playing for one object with a different amount of keyframes so it appears to have pseudo-random position animation.

#

In Flash in 2D I achieved this by having a movie clip with a shape motion tween, and then a motion tween for that object in another movie clip.

orchid cave
#

Hi everyone I am currently trying to use the LeenTween Asset from the Unity Store . I am able to reduce the scale of an Image to 0 but I am unable to fade the Same Image does anyone have a solution for this? (also sorry my english may not be accurate šŸ˜„ )
Edit After some more research I am able to fade A GameObject with a Sprite renderer but i still cant fade an Image

quiet mauve
agile solstice
#

Transform hierarchies for animation are very useful

#

If you think about it that's basically what skeletal animation is

scarlet owl
tulip pivot
#

@hybrid tinsel I don't understand why the head is just slightly turned to the right

#

The rest of the body is the same

hybrid tinsel
#

oh, guess you just broke something

humble tree
#

Hi guys. I’m trying to animate some VR hands but there I put all the animations into the blend tree and move the slider nothing happens. Also when I go in game it doesn’t work. I had it working but had to change the scale of my hands and now it isn’t animating. Sorry if I’m missing something really simple I have just tried everything. Thanks in advance

tulip pivot
quiet mauve
#

Gizmo question: I found the gizmo lets you transform the rotation of objects with the mouse, and lets you specify the origin whether it is pivot or center. Center is what I want, but I'd like to type in an exact value of the rotation. The only place I found to type that in is the Inspector, but it does not alter the object's rotation to the center. I only found the mouse does that. I need to type in exact rotation values with an origin at the center. How do I do this?

#

This is the Inspector I can set the rotation, but it does not pivot the object to the center. Using the Gizmo and the mouse, I can see that it alters a rotation value, but it also alters position values, yet still rotates to the center origin, which is what I want, but I want to type in the value.

hybrid tinsel
#

@quiet mauveparent the object to an empty object at the place you want it to rotate around, rotate it, then unparent it

quiet mauve
#

I have tried that, and it still rotates around a different origin than the center, unlike how the Gizmo tool does.

quiet mauve
#

Is there a way to specify a delay before an object appears or starts animating? can it be done without scripting?

novel portal
#

how can i make bones work like they do in blender where if i move it the other bones follow instead of separating?

snow depot
#

uh oh

snow depot
#

or

#

just don't transform the bones, only rotate them

little trench
#

Hello all. I made an animator to animate some sea mines, but all of them moves at the same time. there is a way to break the syncronization? perhaps using a speed modificator with a random value in the animator? when the mines spawn, each of this mines use his own animator instance or are all the same? Any help?

true bay
#

hey. The last frame of my animation happens at 60 seconds. But unity decided for no reason that the animation will last until 61 seconds, then the loop happens late and the whole animation looks stupid. And everywhere I look nobody talks about this s*. I clicked everywhere and is just a bunch of nothing happens. How do I set the duration of the animation, or of each frame, or just...how? help

tulip lark
#

hello, have a quick question regarding the animator, how do I change the animation based on an int? I have a seperate value for each individual int value and want to be able to just set it and not have to transition for each animation

agile solstice
orchid cave
#

I am currently trying to animate an image but with no succes

#

I think the problem come from the "Image :sprite (missing ) message but i have no clue of how to fix it

agile solstice
orchid cave
#

Yes

agile solstice
#

So it probably tries to modify a sprite component, but there is no sprite component, rather an image component

#

You might be able to copy the keyframes over but you have to make a new animation

orchid cave
#

ok ill try that thanks a lot

orchid cave
fluid sage
orchid cave
#

Hi everyone , This gameObject is An UI with a canvas a text and an animated Image but i dont know why there is a red cross does someone have a clue about it?

orchid cave
#

In game i dont have any problem tho

agile solstice
#

Not sure if it affects anything

#

I'd sort it out just in case some build targets can't render inverted images or something
Problems tend to come from the left field like that

orchid cave
#

there is a way i can fix it?

humble tree
#

Hi guys. I’m trying to animate some VR hands but there I put all the animations into the blend tree and move the slider nothing happens. Also when I go in game it doesn’t work. I had it working but had to change the scale of my hands and now it isn’t animating. Sorry if I’m missing something really simple I have just tried everything. Thanks in advance

orchid cave
rustic geode
#

so for my animations i have root motion on them and stuff but then when i play the attack animation it requires some movement to it moves forward a little but then glides back to the original position

#

i don't want that, how would i change it so it goes to that new position and the camera stays with it? Same thing with my two dodge animations, they just glide back, i want them to move and stay in that new position without gliding back

compact arch
#

Does anyone know if I can add particle system properties to an animation timeline?

#

Nevermind, I guess a better question would be if I assign an animation to an object, and that object doesn't have the properties of animations set for a different object, can I set multiple animation behaviors within one animation..."file?" Will it be able to detect that what it's assigned to does or doesn't have the parameters to modify when run?

quiet mauve
#

Can you have object animations with parent object animations while maintaining a center? The object's center gets thrown way off by all the embedded offsets. So what shows in the scene for object posotions is much different than the resullt by pressing the play button in Unity

agile solstice
twin musk
#

Can anyone tell me why my controller is behaving weirdly? I have an idle animation but instead I get this weird janky frozen position for the idle animation. Then when I move the player and set the bool, it takes a few seconds to change to the walking animation.

hybrid tinsel
#

@twin musk what's that any state to idle doing?

#

And you don't show any of your own transition settings so it is hard to debug

quiet mauve
#

Can you delay an animation from starting without code?

#

The reason I can't use code is this is for AltspaceVR, and it does not let you upload it with scripting

#

I basically have a parent object that I want to duplicate, but add a delay before the animation starts

#

And I want to do that for every duplicate I make

twin musk
# hybrid tinsel <@456226577798135808> what's that any state to idle doing?

what's that any state to idle doing?
I just saw it recommended in some tutorials I have been watching. It just says to transition to Idle from any state if "isMoving" is false.

I broke the connection and the problem persists.

And you don't show any of your own transition settings so it is hard to debug
Do you mean my code? I'll attach it here.

hybrid tinsel
#

I just saw it recommended in some tutorials I have been watching. It just says to transition to Idle from any state if "isMoving" is false.
Definitely don't for a controller like this. It will break things.

Do you mean my code?
No, the transition settings in your animator.

#

@quiet mauvewhat CAN you use? Does it have its own animator or can you design your own?

twin musk
#

Here is the animator in the prefab as well

hybrid tinsel
#

Expand those settings?

twin musk
#

Sorry, can I ask what you mean by that, just because the drop down arrows seem to be expanded

hybrid tinsel
twin musk
#

My biggest problem is that I don't understand why his arms and legs stick out like this

#

The animation file seems to suggest that it knows where the arms and legs should be, though the "idle head movements" seem to be occurring, slightly layered on top of this one robotic pose the rest of the body has

hybrid tinsel
#

What happens when you give it a slight duration?

twin musk
#

Nothing changes

hybrid tinsel
#

And what happens if you have just the idle animation?

twin musk
hybrid tinsel
#

Are you using the right avatar?

tawny tangle
#

can someone please help me out with my animation, it plays at the start of the scene but not if i change scene and go back to it

hybrid tinsel
#

It is remarkable how many people say that.

uncut salmon
#

Showing a video of the exact thing you described as being an issue is not being more specific. We obviously can imagine what an animation not playing in scene load would look like.

hybrid tinsel
#

But yeah, Bruno, that doesn't really help because we don't know what is SUPPOSED to be happening.

uncut salmon
#

How are you playing the animation?

tawny tangle
#

its supposed to give a fade in effect when scene changes but its not happening

#

what do you mean how am i playing it

#

stranegly enough it works if i go from the white menu to my level, and they are the same object using the same animation

uncut salmon
#

How is your animation playing. At some point you set up your game to play the menu animation.

#

This is your game. So again, how are you playing the animation?

tawny tangle
#

with animatior.play

public void MenuSceneTransition()
    {
        uiDeath.Play("PopOut");
        uiWin.Play("PopOut");
        SceneTransition.Play("FadeOut");
        Invoke("MenuScene", sceneInvokeTime);        
    } 

    public void MenuScene()
    {
        DisableUIArray();        
        SceneManager.LoadScene(0);
        SceneTransition.Play("FadeIn");
    }
uncut salmon
#

And what's not working, the FadeIn?

tawny tangle
#

yea

uncut salmon
#

You're calling it after loading a completely different scene.

#

You should probably move your whole fading in, into the menu scene and have it fade in when the scene first loads (on Start).

#

So that it runs every time the scene is loaded.

tawny tangle
#

but something doesnt make sense, the default state of that object is to play the fade in, it does play when loading my level but not when going back to menu. and if i only play the menu scene it will play the fade in, even going to the next level the animation works fine

#

it works if i put in start() man i swear sometimes i dont understand unity, this was working fine yesterday without any coding needed, now i need to add to start to work. thanks anyway osteel

quiet mauve
#

I have duplicate objects with two different controllers, but have the same embedded animations. I'm trying to delay the inner animations from the different objects, but the animations are playing syncronously

quiet mauve
#

How do you animate rotation to the center of an object? The gizmo rotates to the center. Animation does not..

hybrid tinsel
zealous whale
#

So I have one blend tree with the idle LRUD animations then another with all of the LRUD movements how would I go about having the animator use the idle animation of whatever direction the player is currently facing?

hybrid tinsel
#

LRUD?

smoky gate
#

hello so

#

i have this tree

#

blend tree

smoky gate
#

if velocity < 0.05 it will transition back to idle

#

but the problem is

#

when i run the game and adjust the velocity

#

these both dont go up together

#

and

#

its glithced or smth

smoky gate
#

it works in code tho i mean the rig moves properly

#

bruh why do people get their account haxed Sad

smoky gate
#

someone please?

hybrid tinsel
#

I don't understand what you are asking, @smoky gate

quiet mauve
#

How do you animate rotation to the center of an object? The gizmo rotates to the center. Animation does not..

#

I'm either being ignored or something isn't working. Seems like the right place to ask, and seems like simple enough question, but it's hard for me to find anything on Google about it.

#

I'm not sure how people are designing games, but this stumps them when I ask about it. It should be a very ordinary issue to solve, but it looks like no one one understands how to fix it.

novel nimbus
hybrid tinsel
quiet mauve
#

Now look at this. I have the parent selected, but when trying to apply a rotation transform, it only rotates a few obejects inside the parent.

#

It makes no intuitive sense, unless I am doing something wrong, Unity just doesn't seem like a tool for productivity.

zealous whale
hybrid tinsel
#

It looks like you have a sub object selected, and I really have no way of telling what is a child of that and what isn't

quiet mauve
#

I can even use the gizmo to change it's rotation, but when I apply the animation, it only moves a few objects inside.

#

Bogus.. I had to right click the parent and select "select children"

quiet mauve
#

Now it's not keeping the animation I choose

#

I think the problem may be that Unity is complete garbage

quiet mauve
#

It animates when previewing the animation, but not the scene

#

problem after problem

#

makes using this impossible

novel nimbus
hybrid tinsel
#

@quiet mauveUnity is garbage in many ways but a lot of your problems seem to be in your expectations?

hybrid tinsel
#

@quiet mauveAlso something to note, unselected objects don't get automatically keyframed.

quiet mauve
# hybrid tinsel <@!530522317600718901>Unity is garbage in many ways but a lot of your problems s...

Yes because changing an object's origin is a very normal thing all programs have, and Unity not having a control for this makes it virtually useless. I wonder if the developers even care. Probably not, since Unity has been well adopted for building your program to different platforms, but it seems as though people rely on extensions, other programs or switching to Unreal since it is far more capable

hybrid tinsel
#

You can also write a script to do it.

#

But unity generally is designed for using models that have either been prepared in other software or dynamically generated.

quiet mauve
#

Thanks I'll check out the Probuider extension

hybrid tinsel
#

The 'rotate around center' thing is just a ui convenience.

quiet mauve
#

Yeah, it doesn't work for animating a simple rotation

hybrid tinsel
#

It isn't meant to

#

Rotation is around the pivot.

#

In terms of how it is represented internally.

#

The rotate around center thing is a convenient UI element, particularly useful for unwieldy scenery objects that might have an origin in crazy places(like if you import an entire scene with all the props in place with an origin at the world origin).

#

It isn't meant for animation or the like

quiet mauve
#

Yeah so animation around a pivot shows a pivot, but there is no way to redefine where that pivot is except maybe in code, but I'm using it for Altspace, and that does not allow you to use code anyway

#

Where do you even get Probuilder

hybrid tinsel
#

That's another issue; you're attributing altspace problems to being unity problems.

#

From the package manager

quiet mauve
#

okay it says you can get probuider in the package manager

hybrid tinsel
#

It isn't like the unity devs are to blame for a third party program limiting what unity features you can use

quiet mauve
#

Editing an origin is a completely ordinary thing in any editor, even way back in 2D with Macromedia Flash

hybrid tinsel
#

Yeah, but in macromedia flash you wouldn't expect to be able to edit the pixels of an imported bitmap.

quiet mauve
#

Probuilder does not come up in the list of results

hybrid tinsel
quiet mauve
#

Nothing for me

#

I had to go to Registry. I found it now

hybrid tinsel
#

Just remember that unity isn't really designed for asset creation.

meager drum
#

Has anyone looked into the new Face Capture thing? I'm just looking over the docs to get a sense of what it may or may not be good for, but I can't seem to find anything that explains what the requirement on your model are for it to map.

meager drum
old kayak
#

You don't need all of them btw

meager drum
#

OH. That's the missing link. I was aware of ARKit but I didn't realize it defined blend shapes

#

The docs mention blend shapes but not what they are. Thanks!

old kayak
#

Pretty sure they're the standard FACS blendshapes, should be able to find more resources about it by googling that

meager drum
#

Looks like you're right

smoky gate
#

u guys so

#

the blend param doesnt increase? but it does in visuals

#

i was pressing w to do the blend

#
    void Start()
    {
        animator = GetComponent<Animator>();
        velocityHash = Animator.StringToHash("Blend");

    }

    void Update() {
        bool forwardPressed = Input.GetKey("w");
        bool runPressed = Input.GetKey("left shift");

        if (forwardPressed && velocity < 1.0f) {
            velocity += Time.deltaTime * acceleration;
        }

        if (!forwardPressed && velocity > 0f) {
            velocity -= Time.deltaTime * deceleration;
        }
        if (!forwardPressed && velocity < 0.0f) {
            velocity = 0f;
        }

        animator.SetFloat(velocityHash, velocity);
    }```
#

this is the code for the input

hybrid tinsel
#

You don't have the object selected so you might be seeing the animator prefab instead of the live version?

smoky gate
hybrid tinsel
#

Bake root motion into pose in the animation importer

#

Though iirc mixamo should be able to do it too

smoky gate
#

in place is not available for all the strafes with guns

hybrid tinsel
#

Well, then you can do it in unity.

#

I thought it was selectable on the mixamo export settings, though.

#

Not tied to a particular animation?

smoky gate
#

i do remember a bake root motion setting but forgot where it was

smoky gate
#

i dont see that option over here D:

#

nvm they werent humanoid

novel nimbus
twin musk
#

Hey guys, does anybody know effect of animation sample rate on look and performance of game? does it effect based on high or low fps?

agile solstice
#

Ofc you can have more keyframes with a bigger sample rate which probably does cost resources but the import process does its best to get rid of unneeded keyframes

#

Sample rate is more of a formality that animation programs use to pace the frames

twin musk
agile solstice
#

I skimmed the whole animation part of the docs but I didn't find any part where it'd mention sample rate

twin musk
agile solstice
#

Also, curves still work no matter how low the sample rate is

#

So 1 keyframe per second is smooth if there's curves, even if sample rate is 1

twin musk
agile solstice
twin musk
rancid folio
#

Hello guys! I need a little help.
I am testing facial animation in unity. I exported a fbx model from 3Ds Max where I applied the morph modifier to make two simple lip movements: A and O.
When opening it in Unity and checking the morphs at inspector / skinned mesh renderer/ blendshapes , the lips do their work.
However the whole model also moves as like something pushes it

#

Does anyone knows why is this happening and how to fix it? Thank you in advance

hybrid tinsel
#

@twin musk very high or low sample rates can cause issues, but will generally be fine left at the default; for most situations it is best to adjust the speed by either setting the speed of the animator or of the animation state for a particular animation.

old kayak
rancid folio
agile solstice
#

Something wrong with setting a bool every frame?

#

Someone who knows more code could confirm this but I don't think there's any cause for concern there
The heaviest part is referring to animations and input by string but it's not like you're doing that hundreds of times per frame

#

I suppose you could optimize it by changing the booleans/checking input only when the character's velocity changes, but I doubt that has any tangible effect at all

agile solstice
#

Yeah that works

hybrid tinsel
#

I usually send a float for each axis to the animator and let the animator decide what to do with it, but if you're doing sprite animations a bool is probably fine.

#

Not sure what you mean.

floral tiger
#

Why does Unity play animations in world space and not in local space ffs

agile solstice
floral tiger
#

@agile solstice I mean that the start position doesn't update to the new position

#

Meaning it snaps back every time

agile solstice
grizzled widget
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Hi, first time using unity, converting an old game. I have multiple character sprite sheets, the only difference between them a tweaks to colours etc to make them unique. Because they are all based on the same initial sprite, they all use the same animations. Can I have one animation set, used by multiple sprite sheets?

mild stirrup
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But shaders are not very easy

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so you'll either have to learn that or just animate every color variation

grizzled widget
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I have read about using the skinning editor

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I don't know if that was an option?

mild stirrup
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Idk what you mean by that

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I think you still need animation clips for every variation with that

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He means that he has the same sprite but with different colors

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and he doesnt want to animate every variation

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@grizzled widget That's how I did it in shader graph to make a red color variant of my player

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but it took me a while to understand

agile solstice
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Color switching shaders are a different topic from transferring animations

grizzled widget
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@mild stirrup my goes a little further than just changing the shading

mild stirrup
mild stirrup
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isnt that what you need

agile solstice
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Animations are generally transferable, but in 2D they might contain references to specific sprites, rather than sprite indexes of a chosen sprite sheet, so I don't know if they can be switched 1 to 1

mild stirrup
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I had the same issue and couldnt find any answers but shaders that's all i'm saying

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shaders are a wider term than just traditional "shading"

grizzled widget
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my sprites are as such:

mild stirrup
grizzled widget
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I have gallop, trot, jump, fall animations sheets for several versions

mild stirrup
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Maybe it's worth remaking animations in your case

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if you truly have a lot and dont want to do it by hand then perhaps look into automatisation

grizzled widget
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thanks

agile solstice
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Color swapping is a good option in general if it's an option in your case