#šŸƒā”ƒanimation

1 messages Ā· Page 80 of 1

mild stirrup
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I orignally came here to ask about why I couldn't preview my animations in my scene

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clearly different sprites

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but the target stays still when I press play

floral tiger
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@agile solstice the cube with the animations is parented to an empty gameobject.

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So expected is that the animation resets to (0,0,0) localPosition.

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Which is what I don't want

agile solstice
floral tiger
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the problem is that the animations reset to their recorded positions

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Instead of being able to say startLoc = transform.localPosition, now startLoc = Vector3.zero by default if that makes sense.

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Im just going to try a different approach

agile solstice
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If you want the parent object position to change permanently after the animation, you'll have to do that in code
If you're not using root motion of some kind anyway

elder mural
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is there a place i could find an fbx of a mecanim skeleton?

hybrid tinsel
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The t-pose mixamo skeleton

solemn pumice
hybrid tinsel
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Don't put 0 as speed for any sub states of a blend tree

tiny elm
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Hi

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Is there any way to make blender's armature bones visible in unity?

agile solstice
random swift
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anyone knows a good way to make some kind of 2,5d animation? Like 2d sprite but with a rotating animation? Would you go with bones or rather frame by frame animation?

tribal stream
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I've tried a bunch of different parameters and it doesn't want to trigger for some reason

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Oh nevermind I just needed an exit time on the animation

placid jacinth
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look at the animator window

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pls respond me with a ping

sweet whale
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I'm working on rigging up one my first models, first attempt at legs, and am experiencing something kinda odd - so I'm doing armature deform with automatic weights for the skeleton parenting - and each leg has its own armature/bones. Why is it that when I pose one of the legs, the other leg is like, attached to it, and they move together

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Blender btw šŸ˜›

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I can post a vid if anyone is willing to help and wants to see exactly what I mean šŸ˜›

humble tree
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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

sweet whale
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Figured out my prob - I had some weird parenting going on, and I switched to envelope weights, seems to have done the trick

stable beacon
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root motion isnt working for some reason

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i have my blend tree setup along with code for the inputs

hybrid tinsel
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@ADZ#0666 does your animation HAVE root motion?

hybrid tinsel
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@teal frigateSet the curves directly rather than using the rotation tool in the editor.

hybrid tinsel
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As in using the curve editor of the animation window

snow depot
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@placid jacinthcheck the transition from AdsShoot -> Idle

gentle lotus
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Oops, I've made a mistake. This cube where the abdomen is is meant to be separate from the cube of the chest.

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Anyone know how to separate the two?

placid jacinth
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makes no difference

snow depot
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nope

placid jacinth
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then?

snow depot
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the transition from the aim animation to idle

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not idle to aim

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I think the transition might be the problem?

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waiiiiit

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oh never mind

placid jacinth
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or these?

snow depot
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possibly

placid jacinth
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been messing with those for like almost a day

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nothing happened

snow depot
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looks like you have has exit time enabled, which is good

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looks like the AdsShoot parameter is a trigger

placid jacinth
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yes it is

snow depot
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try exit time = 1 and transition duration = 0

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probably won't do anything

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are you sure that the trigger is only triggering once?

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let me check the vid again

placid jacinth
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wait

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it worked

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damn

snow depot
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from the video, it looked like the animation was looping because of the transition time back to idle

placid jacinth
snow depot
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so uh

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is it fixed?

placid jacinth
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yes it did fix it

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tied this...worked

potent imp
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hey in unity some animations start walking from one place to another by itself even without pressing the move keys

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is there something i should do to make it not do so?

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for 3D models

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uncheck root motion or something?

viscid gorge
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So I have this unusual problem with Unity's Animation Rig, These error would only show up if I have an active Rig Builder in scene, but if I toggle the rig Builder's component to false, this message goes away. Any idea how I could fix this?
Currently, the Rig Builder are using these bones as mention in the transformation as part of the Multi-aim constraint. I would much need this functionality as much as possible.

placid oxide
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Hi, if i have multiple idle animations and want a random one to be played each time the character is idle, how would i implement that?

agile solstice
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Each of them then automatically transitions back to default idle

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The default idle isn't necessary but it means the variants don't need transitions to each other, and makes things simpler if idle animations are on their own layer

placid oxide
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I see, what are other ways?

past fjord
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I'm trying to install the Animation Rigging Package. It has been stuck on installing for quite a while now. Has anyone else seen this behavior?

EDIT: It just takes a really long time

cloud ridge
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In unity my blender model looks like this dose anyone know why or know if its a unity thing or a blender thing

agile solstice
hybrid tinsel
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@placid oxide patchi's way is probably the best but you could also just explicitly call variant idles from your code directly.

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I have a script I made for random transitions, can link it when I get to a computer

placid oxide
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kk

past fjord
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With the Animation Rigging Package, is it possible to attach bones to a regular mesh to make it a skinned mesh renderer? Or would I still need separate 3D modeling software for this?

hybrid tinsel
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You could probably write a script to apply skinning data to the mesh but it would almost certainly be a waste of time compared to just adding weights in a 3d software

safe solstice
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Is this the right place to ask about trouble with the animator?

dull swallow
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i have a question regarding animations.

How do i play an animation (setting the alpha channel to a lower value) if the button.interactable is false

i've got the animation, im not sure how to specify doing it only on that condition

mellow inlet
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Is there a way to fix rotation axis for the sake of using rotation / kinematics constraints? I imported from blender, where the pose mode worked fine since it used the bone normals, but in unity the local rotations are all skewed off of where I want it to rotate around

grave ingot
agile solstice
grave ingot
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do you mean just extend the time it takes to return to resting?

agile solstice
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A little bit
Still the motion is almost linear and the change in direction happens instantly
Animation curves might help

grave ingot
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what do you mean linear?

agile solstice
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There's no acceleration or deacceleration

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Firing a gun would give it a nearly instant burst of speed, but otherwise it usually takes time to bring it back to a stop
References

grave ingot
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How do I do that in unity animation?

agile solstice
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More keyframes, or use the curves

grave ingot
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curves?

agile solstice
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curves

viscid gorge
# grave ingot does this animation look good? and can anyone give me tips on how to improve the...

My recommendation is to review other games and see how their gun react when firing. What you can improve is adding recoil, adjust your timeslider so that the gun pulls up harder, then slowly descend down before stabilize back to idle animation. You can watch youtube video and slow down using the speed modifier to see frame by frame how other people shoot, or how guns shoot in games.

Watching tons of reference online helps find the sweet spot to make your gun animation more realistic.

Another thing I've noticed is that animator over-exaggerate their animation to give the audience the impression of what's happening.

viscid gorge
# grave ingot wdym adding recoil

If you look at your animation, your recoil seems too smooth, autocurved to say. Ignoring the chamber moving back and forth, your gun goes up and down in a linear curve path.

viscid gorge
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Where when you fire the gun, it has a initial upward start (something harsh and quick) then slowly balance back to original rotation.

grave ingot
agile solstice
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I think that's an improvement!

gaunt prism
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Hi guys, first time messing around with animations. Is there a better way to handle 4-direction-idles?

Player walks left -> idles left
Player walks right -> idles right
and so on

agile solstice
grave ingot
sour ore
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Hi Folks, I'm looking for an "NPC driver" . That is, an asset that I can use that I can tell the system that I want an NPC to move from this point to that point (no pathing required, I'll take care of that) and it will walk over there. I give it an object to look at and it will take care of the animation required. I tell it to speed up, slow down, it takes care of the animation. I tell it to crouch, you get the idea. Is there such an asset? Are there more than one? What do you suggest?

median stag
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a gamer Handing

hybrid tinsel
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Though you'd have to handle crouching yourself.

sour ore
little ridge
little ridge
kindred echo
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Hello, I'm trying to find a way within a mod for a game to link the animation of a model asset to the action that is currently playing without changing the structure of the file and making it unrecognizable by the game. Is there anyone that would have knowledge on this and be able to lend a hand?

old kayak
kindred echo
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unfortunately nobody within the community of the game has experience with it, i've gotten to the state when I can have an animation play one or play on loop, but I am unable to go any farther than that

hybrid tinsel
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You haven't even mentioned what game it is.

kindred echo
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Unturned

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Sorry, should have opened with that

keen spade
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Hoy I have quick question. I made a fully rigged model, didn’t do any animations yet tho. Are there any premade animations and character controllers in unity i could apply to the model? I didn’t work really with unity itself yet so I don’t know anything. But I’d kinda just love to see the model in action. Walking, running, jumping. Maybe even slashing with the sword

oblique stag
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upload your charcter choose animation and download as fbx for unity

hybrid tinsel
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@placid oxideSorry I didn't post it sooner, but ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class randomAnim : MonoBehaviour
{

public string IntParameterName = null;
public int StateCount = 0;
public int animIndex = 0;
public bool randomAnimation = true;

// Start is called before the first frame update
void Start()
{
    Animator anim = GetComponent<Animator>();
    if(randomAnimation){
        anim.SetInteger(IntParameterName, Random.Range(0, StateCount));
    }else{
        anim.SetInteger(IntParameterName, animIndex);
    }
}

}

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It is very basic but it works šŸ˜„

grave ingot
wooden granite
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How can i a pickup animation?

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Like deez

agile solstice
# wooden granite Like deez

If you look at it frame by frame, you can see that when the item is interacted with, it instantly disappears from the world and appears in the player's hand, the previous item is dropped from the hand's position, and then the hand does the pickup animation
Nothing complex going on there

wooden granite
agile solstice
little shore
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Hey. Trying to export this model and animations to unity. For some reason only 3 animations import. No idea what I'm doing. Please help!!

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This is all I get in Unity

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I have 'all actions' checked

agile solstice
pallid drum
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my model is ragdolling and doing an animation at the same time how can i make it only do the animation

hallow moth
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how do I sort of compute the velocity and threshold of a walkling/running animation. Got the animation and character on asset store and have clips for idle, walk, run which I want to look ok

latent onyx
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How can i stop an animation from repeating

uncut salmon
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Turn off looping on the animation asset itself.

latent onyx
dim patrol
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Does Unity's Mechanim Animator have a built in method to dictate "when" an animation can interrupt another one?

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Use case example, I want to be able to cut from this animation to the next one, but not before X seconds of the first one have played

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I know I could do this with an transition condition and some scripting, but is there a way to have that interrupt after X % of the animation without additional scripting?

agile solstice
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E.g. by default the transitions start from the very end of the previous animation

hybrid tinsel
pallid drum
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i made a quick test animation in unity but i was wondering how can i loop it

quiet carbon
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trying to weigh the pros/cons of two approaches, would appreciate if anyone has some insight. for a third person shooter, would you go with an IK solution or additive animation layer to implement looking up/down when aiming a weapon?

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i've done the implementation for both, but have trouble deciding which to commit to. unsure of what i will run into down the line. i'm hoping someone has some experience with one or the other before i fully commit and try to polish it

shy trellis
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how do you change "anchor positions" on sprites during an animation?
i have an attack animation that pushes the character sprite off center from where i would like it to be

twin musk
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My attack animation isnt working even after giving it this code:

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I thought this would be more appropriate to put since its animation

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Please ping me if you find a solution. Or to help

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It's always stuck on the idle.

jade nimbus
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Remember it is case sensitive

twin musk
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And when it do the settrigger("ATTACK")

It dosent do anything and even in the animator window

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Yeah, I set it to full cals

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Caps

jade nimbus
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Can you show the transition settings?

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Like, what you put in there to activate the transition

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On the right side

twin musk
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For the arrow thst has the trigger

jade nimbus
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From idle to attack, right?

twin musk
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Yeah

jade nimbus
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Try making another trigger

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Like "Play"

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Or something

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And assign it

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Just to test it ain't bugged

twin musk
jade nimbus
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Is there a animation attached to the state?

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Instead of trigger why not "play"?

twin musk
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when the animation is done

jade nimbus
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Right but after It finishes it will go back, wouldn't it?

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Sorry I'm not that experienced with animators

twin musk
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hm ill test it

twin musk
twin musk
jade nimbus
# twin musk

wait is the function getting called? DO you have a console log?

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Also what is the coroutine for?

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I think there are ways to know an animation ended

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there are some things called animation events

twin musk
twin musk
jade nimbus
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Leave it as it was, and just do a input check without any other bools or anyhing

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to see if it has to do with the animator settings or just logic

twin musk
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like whats the command for it?

jade nimbus
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like only do input get key

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withoutany other bools in the condition

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and set trigger

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like this

twin musk
jade nimbus
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Well, I'm sorry but I'm not sure of what could be happening

twin musk
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well damn.

jade nimbus
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have you tried setting the animator manualy? Like [SerializeField]

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instead of getting it by code

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maybe you have more than one and its getting messed

twin musk
jade nimbus
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yes the animator you call the trigger from

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instead of getting it in the start method

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Just assign it in the inspector

twin musk
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Yeah nothing. ffs. sorry ive been having this error for hours.

jade nimbus
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This happened to me like several months ago, unfortunetly I don't remember what was the Issue, but if it makes you feel any better you're not alone lol.

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Maybe take a break and then come back to it, sometimes it helps.

twin musk
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yeah but the problem is i have deadline since im in a like beginner like gamejam in my local town.

jade nimbus
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Also, watch some tutorials on this maybe we're missing a step.

twin musk
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ive checked all the tutorials. they do the same thing and ive followed it like if i followed the bible with each word.

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q-q

jade nimbus
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Are you certain the function is getting called?

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Do a debug log just in case

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to rule it out

twin musk
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i tried doing that but nothing is getting in.

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nothing in the console

jade nimbus
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So it's not getting called then

twin musk
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yeah

jade nimbus
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Is the script in the game object?

twin musk
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yeah

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i tried doing

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anim = this.gameObject.GetComponent<Animator>();

jade nimbus
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and you also tried doing it manualy?

twin musk
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i dont think so?

jade nimbus
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like, delete that line of code

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the anim =

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and just drag and drop the animator on the anim field of your code, in the inspector

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Dont forget to do it outside of play mode

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cuz it wont save otherwise

twin musk
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so like this?

jade nimbus
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and then in the inspector drop the animator you want to call the trigger from, on that field

jade nimbus
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try another key

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Input.GetKeyDown(Keycode.E)

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for example

twin musk
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oh

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it triggered!

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WOO

jade nimbus
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yeah

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because 0 is not a key I think

twin musk
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if(Input.GetMouseButtonDown(0))

jade nimbus
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so it wouldn't trigger

twin musk
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doing this instead

jade nimbus
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Right

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you were missing some stuff in the condition

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thats why it didnt trigger

twin musk
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It worked with the gun though

jade nimbus
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yeh no problem dude anytime

twin musk
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aka friend if you dont get britishness

jade nimbus
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haha cool yeh im not really familiarized with the terminology lol

twin musk
hybrid tinsel
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anim = GetComponent<Animator>(); would be how to write that

azure bone
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how do i fix this

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the gameobject is enabled

placid jacinth
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how do i align the capsule collider to the Weapon?

grand vapor
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hey guys i made a single frame for my character when losing health (getting hurt) and tried to add it into my animations. i already have jumping, walking and idle which work fine. it aint working, i have made the animation and got it into the animator, hooked it up from any state and made a bool for enemycolliding and put that in it's transition as true on the condition. for the condition of going from it to idle i put enemycolliding = false. here is what my animator looks like and here is the code. https://sourceb.in/8dePnTVwc6

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no errors

shut axle
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Is there a way to change the speed of an animation in runtime (by code)?

grand vapor
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in the animator click on the animation and change the speed in the inspector

vagrant cairn
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Im having a bit of a problem trying to animate my character. Whenever I record changes to my animation it previews them correctly in the scene. But when I then go to another frame and come back to the one I changed, the changes have been reset to the ones before. Can someone help me out?

mighty pine
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When you stop recording the animations

vagrant cairn
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@mighty pine I may be doing it in the wrong order but it does not work

shut axle
shut axle
# grand vapor easy

I forgot to mention that I am talking about changing the speed from code sorry for that 😦

mighty pine
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Create a parameter of type float

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Then select your animation

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The one you want speed in

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And in the inspector tab look for multiplier

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Or something like that

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And add your new float

shut axle
mighty pine
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Then in code
Put animator.Setfloat(ā€œfloatā€, speed);

shut axle
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Oh, so that's what floats are used for in these..

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(most of the time ig)

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OK and I suppose 1 is the normal speed?

mighty pine
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Yes

shut axle
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Great, thank you very much! I'll make sure to check those things out as well (in the documentation or something).

mighty pine
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It’s a bit tricky to set your correct speed, cause it’s not a very direct multiplier

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But it does the job well, good luck

shut axle
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I want to randomize the speed so I don't really care about exact multiplier (like exactly x2 etc.)

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Thank you very much!

hybrid tinsel
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@grand vapor you are using SetTrigger to trigger hurt, and you never actually change the bool for colliding.

gloomy shoal
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Hello, I have a bit of an issue with my animation and wanted to know if anyone could help. Much appreciated in advance!

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Here is an example of my issue. In the preview window the animation looks fine with no issues but once I do the animation in the game, it lags at the end of the animation and then does the movement after a delay.

jade warren
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hi there, im following the procedural animation tutorial by Unity, but i'm struggling to set up the IK using the animation rigging package. any ideas why it wont follow to the target?

hybrid tinsel
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@jade warren what IS it doing?

vague mural
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is it possible to buy some animation pack from unity store and use it in unreal? i want to make 2 games but one is in unity and other is in unreal. and ya boi poor so atleast try to cop out in that sense

old kayak
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it would probably be against TOS if you wanted to sell the game though

vague mural
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no not sell, just want to develop stuff to show off in my resume for uni

jade warren
mossy latch
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Yo, i made a button, when you click it it gets pressed down.
But if you click fast, it doesnt get pressed, it just acts weird.
Is there a way to make clicking reset the animation to the first frame?

gloomy shoal
mossy latch
#

o

glacial quartz
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so im having some issues using animation from dragonbones in code. i have the animation imported and working but whenever i try to call it in code it give me a NullRefrenceException. I have the variable being used, called, and assigned and its still giving me the error. Could anyone help me with this? thanks!

glacial quartz
glacial quartz
old kayak
glacial quartz
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oh sorry, its line 19

old kayak
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oh wait i see the issue

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you're making a new variable in Start instead of assigning to the field that you made

glacial quartz
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oh, how do you fix that? sorry im new to this

old kayak
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remove UnityArmatureComponent from the line in start

glacial quartz
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thanks, youre a life saver!

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ok so im still getting the same error and i removed the UnityArmatureComponent from the start void.

old kayak
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which part did you remove

glacial quartz
old kayak
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is there a UnityArmatureComponent on the Gameobject this script is on?

glacial quartz
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no, its seperate of the actual player. should it be on the same object?

old kayak
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it doesn't have to be, but you need to reference the player object in order to get that component from the player

glacial quartz
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ok, would it be easier just applying the Armature to the player?

old kayak
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you could attach this script to the player instead of wherever it is now

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or make the player field public and drag the player object to it in the inspector

glacial quartz
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ok, thanks

glacial quartz
arctic comet
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what would be a good method of keeping the spine upright during an animation?

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trying to sync spine movements over the network, just need to figure out how to rotate it properly

uneven granite
#

Hey guys. I created an Animator Controller for one of my animals, and my animal walks/runs forward just find and such. I decided to add motion for moving backwards, but when I do that, my animal's mesh shifts forward really far, and I'm not sure why. Root motion is disabled by the way.

And ignore the colors, but basically when he's walking backwards, his model moves way forward.

I also noticed this in my animation clip for my bear walking backwards. Maybe this is what's causing it? And if so, how can I edit this position? Thanks in advance guys!

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Forgot to attach the second picture of the "CG" attached to my animation clip

twin musk
#

Hi everyone, does anyone know how to make a main menu animated like this? With trees moving and particles, dust and all of that. I tried to find any tutorial video on youtube and google and i cant find anything helpful. If you know or have any clue how i can search this kind of things on google, please DM me or reply to my message here so i can see it later. Thank you a lot

(I am sorry if this is not the right channel to ask this)

wooden granite
#

I wanna make weapon reload animation all in unity because my blender doesn't work (I accidentally uninstalled my GFX driver) and I cant find any tutorial for that, please can someone help me?

agile solstice
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Though being a menu, they had more freedoms than you normally do, namely that the scenery doesn't have to be performant or look good if examined from other angles

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So it's likely that the mist is just some scrolling sprite cards with a shader that cuts them out softly

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The leaf sway could be just a really good vertex shader, or even baked animation from some external simulation program

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I don't see anything else that sticks out as remarkable, aside form the pretty visuals overall

agile solstice
wooden granite
#

One day I was troubleshooting blender and somehow my task manager stopped working

twin musk
#

how to get this rotation tool in blender 2.9?

agile solstice
twin musk
#

Thank you so much

twin musk
mortal holly
twin musk
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What am I doing wrong?

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When I set holding axe to false, animation instantly changes to Idle

coarse grove
#

it instantly goes from axe idle to armature idle?

twin musk
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Yes

coarse grove
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well you wrote there in red that it doesnt have exit time, is there any kind of transition?

cedar ruin
#

Can you record a viedo/gif demonstrating that?

twin musk
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1 second

twin musk
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when I set here (image) if holding axe works good

twin musk
coarse grove
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you know, if you click your object that has the animator in the hierarchy, it shows realtime values for the animator

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you can actually see how its transitioning and stuff

twin musk
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problem is there I can't

coarse grove
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but also, it doesnt seem like you even have a "put axe away" animation?

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so how would it know what to do?

twin musk
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nothing appears, 2 hours ago it was working

coarse grove
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all it sees is that the mesh is gone

twin musk
cedar ruin
twin musk
#

I don't really understand how

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like this?

cedar ruin
#

no.

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The animator in the scene

twin musk
#

Oh I see

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I don't understand, now works

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I didn't changed anything

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Sorry for wasting your time guys

coarse grove
#

interesting

twin musk
glacial quartz
glacial quartz
valid ginkgo
#

What can I do if I want the player to look in the direction he is going.

mortal holly
# valid ginkgo What can I do if I want the player to look in the direction he is going.

well it depends if the game is 2d or 3d. if it's 3d just make your mesh a part of the character controller an it should move with the player. If it's 2d I cannot help you because I have no experience with it. You could try just making 2 different animations, one for forward and backwards and have variables for whichever coordinate is front and back then call those variables in the input code.

valid ginkgo
#

This series will teach you how to create the base for a 2D platformer in Unity 5.

The scripting language used in the tutorial i C#. The tutorial is for beginners and is easy to follow and understand.

Follow the link below to: Skip the release dates, get the project files and try out the game in your browser:
http://inscopestudios.com/platfor...

ā–¶ Play video
#

im trying this

#

i hope it works

#

it works šŸ˜„

mortal holly
#

nice

valid ginkgo
hybrid tinsel
valid ginkgo
hybrid tinsel
#

That's more of a #āš›ļøā”ƒphysics thing probably but most likely you'll need to apply physics materials with lower friction to your colliders.

valid ginkgo
#

k

#

i will try that

low cloak
#

Hey I've been trying to fix this issue I have but can't seem to get around it, so I have an animated UI that triggers when my player object touches a specific game object, the animation tab of the UI does work perfectly fine, and the trigger does work however it straight up displays the UI without the animation

jade warren
#

Hi there, anybody have any really good tutorials on procedural animation and inverse kinematics? I've got a few creatures in my game and I want to add procedural animation but my current tutorial isnt working correctlty

agile solstice
jade warren
#

Let me explain

#

I have a bipedal robot similar to the tutorial, it seems to walk fine in one direction, but then when the robot changes direction to face the player the legs become crosslegged

#

I have also tried this with a 4 legged walker but with the same effect

#

I think the IK is working fine it's just the code for the foot placement that isnt working correctly

valid ginkgo
hybrid tinsel
#

Well, I told you what to google; without actually seeing any of your code or how you set stuff up I can't give much specific advice.

valid ginkgo
#

thx

honest dawn
#

How do I use animator because I have 3 animations but it only has one slot

uncut salmon
#

You create an Animator Controller, then add your animations to that.

honest dawn
#

I don’t see animator controller

oblique stag
#

create > animator controller

#

now you see

#

look closely

#

šŸ‘€

honest dawn
#

where is create

#

im dumb and new to unity

uncut salmon
honest dawn
#

oh in the file thing

valid ginkgo
#

yes

honest dawn
#

yeah I see it

oblique stag
placid jacinth
#

and then make them work on inputs with the parameters

oblique stag
#

is this a gif

placid jacinth
#

in gif section...search Ez clap

uncut salmon
#

No reaction gifs/memes here.

placid jacinth
#

ok

oblique stag
pastel gull
#

Has anybody have strange behaviour with an anim controller before like this - brand new anim controller, but when I try to record a new anim, it snaps from the t-pose into an existing animation that doesn't exist?

#

No clip or other layers etc, brand new controller, model snaps into a falling animation - this is a Synty character model if that helps

sweet whale
#

Reasonable strafing animation? Needs work. Currently very comedy though, so figured I'd share šŸ˜›

fickle zephyr
# pastel gull

you cant animate huminod rigs unitys animation thing isnt powerful enough

fossil crystal
#

Hey guys, having a bit of an issue:
i wa trying to export my model in two stages: One with the model in just a default pose ( fbx) and one with a tail wag animation( fbx)
for some reason, when i look at the import settings for the model, i can see the animation and play it back, but no where else in unity will play the animation, even in the clip sub object. any ideas on whats going on?

frozen musk
#

Should i use sprite atlas for 2D animation?

fossil crystal
#

a sprite atlas is useful for keeping things neat and tidy

#

technically you don't need it, but ther are a lot of tools thats use sprite atlas

meager drum
# pastel gull

That pose it's doing is the Humanoid Rig "bind" pose, where it sets every "muscle" to 50%. It basically just lets you know the humanoid rig is setup, and it happens when there is no other animation applied

pastel gull
#

@fickle zephyr @meager drum Thank you both, after lots more digging I did find that apparently mecanim doesn't like trying to do clip records with an avatar rig - it seems possible if properties are added & adjusted manually, but ew
Lots learnt about the animation system here pepeKEKW

meager drum
#

Yeah, I've never tried to animate a rig INSIDE unity. I seem to feel like there's a package for doing that, but you're really better off doing it in Blender or Maya or whatever in general

pastel gull
#

Apparently UMotion and some other assets make it possible ya
May have to do a frankenstein solution for this

meager drum
#

Oh yeah, there's 3rd party stuff for sure. Not sure if they're any good or not

#

But that weird "curled bug" pose is normal at least. It confused me at first too šŸ™‚

#

As soon as you set an active pose that doesn't end (to serve as an "idle") in your animation controller you won't see it anymore.

pastel gull
#

Lol ya, I had no idea how to google "character in falling pose issue :v"

meager drum
#

Think of it as "mechanim"'s version of a T-Pose

pastel gull
#

I saw some people referring to it as the muscle test pose, strange
Be warned that in my hours of testing, it seems like purely mecanim made clips/controllers don't mesh well with rigs that have avatars set. If I take off the avatar, it's all OK

meager drum
#

Yeah, if you go into the Humanoid Rig editor and do "Test" on the muscles you'll see the same pose

pastel gull
#

Oh I see it ya.
I've got to create some strange combo of no avatar and avatar animation for this character now, or learn a program to create fbx animations in Thonk

meager drum
#

I'm not sure what you mean, you should be able to use Humanoid animations with anything that has a humanoid avatar definition. That's sorta the point of it

#

Are you talking about a model that has joints that aren't included in the humanoid set, like tails or something?

pastel gull
#

Nah it's just a humanoid - I can import existing animations I've got and they map on just fine with the avatar set, so the main animations are OK.

The issue is, I want to create some static poses by moving the model with mecanim that I wanted to use the animation controller to switch between - but if you do that with an avatar set in the animator, the model snaps to the muscle test pose and just won't move sadge But if the avatar removed from the animator, you can then use mecanim to do this static pose thing

#

But then you can't use the existing animation anymore, because no avatar

#

I may just create the static poses in something like blender and export it to be part of the fbx anims

meager drum
#

I'm using a "static" pose as an idle for now until I get around to making fancier ones. It's just a single-frame animation that loops forever basically.

#

To avoid what you're describing where it'd just go back to the curled up test pose.

pastel gull
#

Ahhh, did you make that in something like blender? Or do you know if I can "slice" a frame out of an animation so to speak and put it in a new clip to be a static position in unity

meager drum
#

I made it in Maya, just imported the single frame as a "clip"

pastel gull
#

Ah I'll do that I think then, easier than this. It's that, or some weird frankenstein animation approach, or buy one of the assets that lets you do this in unity

#

Thanks for the help šŸ™‚

meager drum
#

Sure! Good luck!

past ivy
hybrid tinsel
#

@pastel gullThe problem is that mecanim animations aren't based on transforms like normal animations are- it is based on muscles.

#

I haven't tested it but you migh be able to use a script running in LateUpdate to override the pose.

#

@past ivynot sure what you mean by 'spread grow' but vertex animations are not imported by default; you'd need to use something like a pointcache or vertex animation texture shader.

dreamy bolt
#

If im running then jump, it continues the run animation, how do i do the jump animation when the character jumps regardless of whether he is running

hybrid tinsel
#

@dreamy boltadd a transition from run to jump

dreamy bolt
#

yup that worked thanks

#

sorry for spamming questions, animations are new to me šŸ™‚
I have a jump and a fall animation, how would i play the jump animation once and then the fall animation for the rest

agile solstice
#

Basing the transition on vertical velocity works too if you want to be fancy about it

twin musk
#

im new to unity can anybody help me switch between running and idle animations?

#

like in this video

#

i did what he did at the start but it didnt work for me

#

it randomly switches

#

also if anybody helps know that i will be at school and can not reply just dm me if you can help

agile solstice
dreamy bolt
#

Thank you

opaque junco
#

can someone help me with this

wary mural
#

any idea why is my weapon positioned so high to the sky when Animator is on even tho in the animation the position is 2?

static spear
wary mural
#

oh yeah i figured it out, i was stupid lol i didn't make the idle state so.

#

all good now

potent vigil
#

is anyone good with blender animations

dreamy bolt
#
public class Spawn : StateMachineBehaviour
{
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        int random = Random.Range(0, 2);
        if (random == 0)
        {
            animator.SetTrigger("Chase");
        }
        else if (random == 1)
        {
            animator.SetTrigger("Spinning");
        }
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        
    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        
    }

When working in a state machine like this how can i find the gameobject attached to it? I'm trying to change the position of the enemy that this animator is attached to.

agile solstice
thick radish
#

So I have a trigger that I don't want to go back to the previous animation

#

it goes from any state to the animation

thick radish
#

basically I need the animation to finish and not go back

#

nvm i found it šŸ˜„

spice lily
#

This is super frustrating. Is there anyway i can scale the graph on the vertical axis so that i dont have to edit tiny pixels to make adjustments? the scrollbar on the right barely zooms in at all

#

i also tried shift + scroll and control + scroll. doesnt zoom in enough

warm walrus
#

anyone know what i did wrong?

#

when i try to call my trigger (playkatanaswipe) the transition just freezes like that and it wont continue

twin musk
#

how do i make it so that it when im idle it uses my idle animation, and when im walking it uses my walking animation

warm walrus
spice lily
#

@old kayak it zooms in but not enough. i guess theres just a zoom limit

#

i suppose i just have to deal with it

#

does anyone know how to make the keyframes not snap to each frame?

uncut salmon
#

You can't have "in-between" keyframes, if that's what you're asking.

spice lily
#

i think that is what im asking lol

#

i thought u could but i guess i never noticed it

#

but that makes sense

uncut salmon
#

You would have to shift everything forward to make room for additional frames.

spice lily
#

yeah

#

but wait the scrubbing bar is also snapping to frames, but shouldnt that be able to go inbetween frames?

uncut salmon
#

No, because there's no data between frames.

hybrid tinsel
#

@spice lilyIf you need more samples you can increase the samples/second from the menu in the upper right. When you change it is scales your existing animation though so you might need to adjust things.

twin musk
#

my animations won't drop into the viewer

#

Hey guys. I am trying to make a game and was wondering how to mAke that particle system on the black hole u see in the photo above. Tutorials and/or asset packs would be greatly appreciated.

twin musk
#

my walking animation only plays when i walk backwards

mental glacier
#

lmao

heavy tundra
#

Hey guys, just made a voxel animation app for Ipad called Animatoon.You can model and animate 3d voxel characters in it with proper animation controls and a GLTF animation export option(for rendering in Blender/maya etc) .Product link:www.animatoon.org for tutorials and download link.

#

Hit me up for any promo codes on ipad/mac

lavish needle
#

I have an animation of a cloth rolling around a bar.

#

However I can't export it from Blender as it's working with a curve modifiers, how would I approach this to work in Unity?

agile solstice
#

I'd just fake it with a cylinder that spins and changes size, and a plane that moves up and down accordingly

lavish needle
#

I'll give it a go

#

I do have to scale it though

#

Since moving it, will show up above

#

it's this side view from a living room

agile solstice
# lavish needle I'll give it a go

Good luck!
It may also help to use a bone or two with the upper and lower edges of the curtain plane weight mapped to them, so it won't show up above

#

Though you may need a shader that stops the texture from getting squished in that case

golden cargo
#

can anyone vouch for crowd rendering asset that works in HDRP 10? its kinda animation baking so i hope this is the right channel to ask!

#

apparently 'mesh animator' has faded away and no longer works on modern version

dreamy bolt
#

From inside my animator state behavior how can i access the object being animated

#

I want my boss enemy to move towards my player when its in the chase state

#

So i need Vector2.MoveTowards()

hybrid tinsel
#

Why not just do it in the same script you call the animations in, rather than on a behavior?

twin musk
#

Hi! I just created this animation for when you open and close a door but how come after the transition is complete it quickly bounces back to the other animation the quickly bounces back again? Thanks

white ice
dawn spade
#

Why its not activating objects?

high valve
#

Why is is when i change my mixamo rig from generic to humanoid, the imported mixamo animations do not work?

high valve
#

Is it possible to use ik foot placement with generic rig and animations?

snow depot
#

@twin muskI can already see, your animation transition is the problem

potent imp
#

m not sure why unity is not buying animancer pro yet

#

the spider mess that mechanim make is huge problem

#

i see they are working on new kinematica

#

anyone used that?

#

solves the mechanim issues?

noble frost
#

when I make an animation for my game it keeps looping even though I turned loop off

hybrid tinsel
hybrid tinsel
noble frost
#

can you help me too?

jagged ruin
#

@noble frost is the animator state machine allowed to transition off the state that is looping?

#

if not: that's your problem

noble frost
#

animator state machine?

jagged ruin
#

yes, mecanim

#

the animator controller

noble frost
#

are you talking about the moving line when you play your animation?

#

i'm completely new to this

jagged ruin
#

ok...

#

goto window > animation > animator

noble frost
#

ok

jagged ruin
#

that's mecanim, that's the animator controller.. the state machine

noble frost
#

ok

jagged ruin
#

now go google mecanim and watch a basic tutorial

#

but basically, you need to work with that.. to play your animations, or you need to script your game so it controls the flow of your animation

#

... i naturally come across like a dick but i cant explain to you how to use a basic state machine in less words than the official unity tutorials.

noble frost
#

I understand

#

but I fixed it on my own

#

I added a code to play the next level after my animation and that fixed it

fervent mica
noble frost
#

My animation event wont trigger while the animation is running

wraith mountain
#

How do i get current animation time on animator??

keen olive
#

Hey everyone quick root motion question
When using root motion it seems that the final result doesn't match the intended result.
Example play a 180 degree turn animation, after the clip ends, the rotation is now ~170 degree.
This seems to be caused by the rootmotion being affected by the blending between states and mechanim doesn't seem to correct the target,
Playing the animation without any in/out blend fixes the issue but it can cause some popping due to the lack of blending.
anyone was ever able to work around that?

steep kelp
#

Try making the transition to the minimum possible, @keen olive

#

failing that? I'm afraid you're gonna have to make transition animations, which go from your last pose of animation A to the beginning of animation B

keen olive
hybrid tinsel
#

@keen olive you can add more rotation to the end or a bit of empty space at the start to compensate in the animation itself, or use a script to make up the difference.

#

For example, you could add a subtle lerp in addition to the animation in lateupdate that nudges the character into the direction you want them to be facing.

#

Or, of course, you could remove the root rotation from that animation and handle that entirely via script.

exotic flume
#

is this correct if so how could i go about this
i want the draw animation to be the first animation followed by the idle. the holster animation will be used to go from idle to a sprint animation.
sadly i can't find any good tutorial so i'm left confused

viral pollen
#

why is there only one option for bone in ik

twilit summit
#

Hey all, any ideas whats going on with this animation import into unity? The issue is that the "walk" animation should have the character lean forward a bit, but it doesn't do that in the clip. You can see that it does show the tilt in the imported model's scene, but once I cut the walk into its clip it doesn't preserve the forward lean.

hybrid tinsel
#

@twilit summit Is the leaning on the root bone?

#

Not sure what you mean

hybrid tinsel
exotic flume
twilit summit
#

@hybrid tinsel technically it's not the root of the armature but it's one below a bone that controls the entire rig (for rotation / spinning)

#

And here's what it looks like in T-Pose / rest. Doesn't seem like there should be an issue with the setup in blender

hybrid tinsel
#

Ok, just checking since that is the most common cause of that sorta thing. this is a generic rig?

twilit summit
#

Yup

#

It's roughly based on the rig by Royal Skies on youtube.

#

There are some minor dependency cycles which is the only obvious issue I can see in blender, but it doesn't have anything to do with the waist bone and it's mostly for simplifying animations (Thigh bone moves back and forwards due to rotation, or shoulders relying on bicep angle which is a child of the shoulder). However the animations work in blender and in the scene file of unity which is why I think the issue has to do with unity rather than blender.

hybrid tinsel
#

The bone with the lean on it is one that mecanim uses in the humanoid definition?

twilit summit
#

Ah sorry I'm not too sure what that means, it's set up as a generic rig though, not humanoid

hybrid tinsel
#

sorry, half asleep, I read your reply as the opposite

twilit summit
#

No worries, thanks for the help as I've been stuck on this for a few days now

hybrid tinsel
#

Do you actually have a keyframe for the lean in the walk animation or is it in the idle?

twilit summit
#

I should have one for the lean, I explicitly saved every bone in each frame for the walk as a test since I wanted to make sure the waist bone was being captured

#

But I've also done it normally with just the 4 regular key frames, and as separate actions, etc... All with the same result

hybrid tinsel
#

what does it look like when you open the clip in the animation window?

twilit summit
#

Do you mean this?

hybrid tinsel
#

@twilit summityeah. I'm not seeing a waist keyframe on there.

twilit summit
#

Huh yea you're right, that is really strange, I'm not sure why the waist wouldnt be there

hybrid tinsel
#

@charred nova that's a good question. You could probably just do it with a cinemachine and a couple virtual cameras and just set which one you want to have priority

#

It's what you type into google and it will give you a ton of info; it is unity's multicamera logic controller

#

You can also maybe just do it with a normal camera and an animation, but not all camera properties can be animated(not sure why) so you might need to use a script for that.

#

If you're just animating the transform, then that should just work

#

Also, could you give yourself some sort of name? Makes it really difficult

#

I'll give you one. You can be Baldric on this server just so I'm not trying to @ a blank void. Or maybe Fhqwhgads.

#

With virtual camera you can do either of those things. You can have cameras chase an object, follow a track, float freely, etc

fickle zephyr
#

hey how would weapon switching animations be done?

twilit summit
#

@hybrid tinsel Thanks for the help, I think I fixed it. What the issue seems to be is that the animation was made using the "Waist bone controller", which does not actually have weights but instead controls bones that do have weights. For blender exports, I had the "Only Deform bones" option for exports checked, so since the waist bone controller was not a deform bone, it was not included in the export (although it still showed up in the hierarchy of the rig in unity...?).

This does raise a few questions:

  • Even if the "Waist bone controller" did not have weights, it controlled bones that did. Shouldn't the position/rotation of those deform bones be updated when I move the controller bone anyways? If the controller bone forces a deform bone to move 90 degrees, shouldn't the animation for the deform bone register as 90 degrees?
  • Even though "Only Deform Bones" was checked for the "armature/rig" section, in Unity a gameobject of all the non deform bones was still created. If the FBX exporter only exported deform bones then how did Unity know the controller bones exist?

In any case thanks so much for the help!

hybrid tinsel
#

That's more of a blender question really, so I can't help much sadly

#

I keep meaning to try blender out but there's always so much to do

twilit summit
#

Well this is a bit confusing, but I just tried having the animations in separate actions and this breaks it again. So it works if everything is on a single timeline/scene/action, but not if something is on a single timeline/scene/action, regardless of whether I check deform bones or not. Pretty janky.

fickle zephyr
#

hello how would weapon switching animations with hands be done? like its so fucking confusing

hybrid tinsel
#

@fickle zephyr what part is confusing you?

fickle zephyr
#

and diferent weapons of the same kind

#

is there a tutorial somewhere

hybrid tinsel
#

Dunno, probably.

#

You wold most likely want to have most of the logic in your control code rather than the animator

fickle zephyr
#

ok

#

thx for answer but bad timing to answer

hybrid tinsel
#

Bad timing?

fickle zephyr
neon badge
#

is there a way to control if the animation is active using visual scripts?

#

something along the lines of
if (bool) = true, set animation to false

twin musk
#

Hello, i was wondering if you know how cloth animation work on genshin/honkai impact game. If it is dynamic or manually animated.

uncut salmon
#

Pretty sure it's animated. If you watch the clothing during an idle animation, for example, it'll be the same each time. That's usually a good sign of it being baked.

twin musk
stray vector
#

Having troubles syncing animations together. Currently I have 4 separate animations. They all have the same amount of keys and are the same length (it's a conveyor animation just with slight differences between them) I need to sync the animations together somehow but I have no idea how. Each object has an Animator on it. Any tips would be greatly appreciated since I'm new to animation with Unity

#

Here's an example, you can see where the animation is no longer synced.

#

But as soon as I place another conveyor, it will magically fix that one but then desync the 2 front conveyors.

#
    private void updateAnimation()
    {
        Debug.Log("Updating " + transform.position);

        if (nextTarget != null && previousConveyor != null)
            animator.SetInteger("Conveyor", 3);
        else if (nextTarget != null)
            animator.SetInteger("Conveyor", 2);
        else if (previousConveyor != null)
            animator.SetInteger("Conveyor", 1);
        else
            animator.SetInteger("Conveyor", 0);

        animator.Play(0, -1, AnimationHandler.conveyorMaster.GetCurrentAnimatorStateInfo(0).normalizedTime);

        if (previousConveyor != null) previousConveyor.updateAnimation();
    }

Here's the code that gets run. Currently it uses recursion to go down a conveyor line and sync all them

#

Which works except for the front 2

mint frost
#

Why does the animation look so weird ingame?

#

Also how would i make the character stay where the animation ended?

versed swallow
#

I've downloaded a rigged character from KenneyNL and want to create a new animation, but the character "jumps" once i hit the preview button. Any idea what is happening?

vapid cloud
#

i need some help with animation please dm me

charred belfry
#

ask your question

#

nobody is going to dm you

vapid cloud
#

ok

#

i have a character it has a animator and its controled by a package i want it to do a animation on a btn click how can i do it

agile solstice
dusty raptor
latent onyx
#

I would like my game object to randomly play 1 of 6 animations when a button is pressed, anyone know how I could do this? (please ping me if you have an answer)

agile solstice
forest mica
#

Hey y'all šŸ‘‹
I'm having some issues bringing in my character with animations into unity
I've got 3 meshes in my fbx file, all controlled by a single skeleton, but only one of the meshes actually follows the skeleton like it should, and the other two just follow the hip joint (which they aren't skinned to), instead of following the joint that they are skinned to when being exported from Maya

#

if I bring the exported fbx back into maya, it works perfectly

#

I've spent like 3 hours on this so far šŸ™ƒ

#

I have no idea if Unity can handle seperated meshes like this or if i'm gonna have to scramble to merge it all into one and copy the skin weights to each part seperately

#

is there a way to show the joints in the viewport or in the animation preview? then I could at least confirm that the issue is with the meshes rather than how they're being brought in

agile solstice
forest mica
#

thank you i'll take a look

agile solstice
#

Could be outdated info, dunno
Another option is to make them separate and sync their animators

#

Worth reading the docs, especially Animation Rigging's docs
There very well might be a solution for this problem

hybrid tinsel
#

@versed swallowthat is the default mecanim pose(all muscles at 50%)

#

Means it isn't playing any animations

#

Or that the avatar is misconfigured

versed swallow
hybrid tinsel
#

What abo @versed swallow generally for that you just have to set the weight for each IK goal and also use ik pasd on your animator layer.

versed swallow
#

It works, but it’s all offset

latent onyx
#

How can I stop my animations from playing when I start the game?

hybrid tinsel
#

@versed swallow just make a copy of the object to use as a reference?

keen thicket
#

Guys, do you know why animation events don't support bool? It makes absolutely no sense to me

#

I'm trying to trigger an event at the end of the animation to broadcast that that action is over

#

But I can't do that!

#

(Coming to think of it, maybe what I'm trying to do doesn't make sense... but still)

uncut salmon
#

Just call a function AnimationComplete() on your event. It's already implied.

keen thicket
#

Thx, Osteel!

obtuse hearth
#

as u can see the animation is loop so how can i make it not glitchy when repeating

agile solstice
#

I don't see the character animations responding to movement at all

obtuse hearth
#

lol how is that

#

omg i sent the wrong video sorry

#

@agile solstice

agile solstice
#

@obtuse hearth Your animations are made for root motion, but your player isn't moving using root motion

obtuse hearth
#

idk what is root motion

agile solstice
#

Movement is baked in the animation

obtuse hearth
#

can i do that

agile solstice
#

Those are mixamo animations? From what I've heard there's an option to disable root motion when exporting there

obtuse hearth
#

oh i will redownload them

#

thnx so much šŸ™‚

obtuse hearth
#

im only finding videos for unreal engine

latent onyx
#

How can I stop my animations from instantly playing when I start the game?

warped inlet
#

Hi, could anyone point me to a good resource to research building character controllers for a terrain like this. I would probably need to IK bone a humanoid character if I'm not mistaken. I've animated some basic things in both 3d and 2d, but haven't built a major 3d system like this before. I want to create the system from as deep as I can, including models and animations. I also have to keep in mind adding combat animations when I can.

obtuse hearth
latent onyx
obtuse hearth
#

maybe because its set as default in the animator

#

idk man

#

or the bool is checked in the animator

obtuse hearth
#

i read that to stop the root motion delete the root skeleton node keyframes but i cant find that

#

so which one of these should i delete

obtuse hearth
#

help

#

guys

obtuse hearth
#

yo

scarlet hamlet
#

I don't understand what's happening. I have 4 animations, idle-up-down-hit. Idle is by itself and the rest are in a blend tree. When the object gets triggered it goes from idle to the blend tree and plays up. When up is finished I have an event that triggers a function that changes the parameters of the blend tree called state, so it goes from up to down but for some reason the down animation never plays. I remade the script and animator in a separate project and it works fine but my main project refuses to work and I don't know why, considering that everything is similar. Anyone got something like this before and has a fix?

whole crypt
#

Hey everyone, bit of a stupid question but how do i make an animation thats longer than 1 second in unity? XD

#

Im a beginner at this so please excuse the stupidityšŸ˜‚
Like, i have an animation of about 130 frames but the animation wont accept over 60 frames since its capped at 1 second at 60fps and i cant find how to increase the time

warped inlet
#

Did you import the anims from a software like blender?

whole crypt
#

Nope
Just the frames as sprites

warped inlet
#

Oh you're doing sprite anims

whole crypt
#

Yeah.. is that bad? XD

warped inlet
#

No, i'm just not as experienced with them

#

Usually you could slide the grey bar in the animation tab or add a frame after 60 frames to make an animation longer

whole crypt
#

its not allowing me to slide it

#

let me try adding a frame 1 sec

#

Nope its throwing it back to the first frame

#

And i cant add more than 60 frames

warped inlet
#

Slide the frame?

whole crypt
#

Oh nvm i was doing it wrong

#

Sorry XD

#

Thanks for the help!

warped inlet
#

Oh ok, glad it worked

whole crypt
#

Great the frames for my 2nd animation are all smaller than those of my firstšŸ˜‚ Now i have to find out how to fix that

#

Fun!

void panther
#

Hi everyone, I’m exporting animations from blender to unity (fbx) and having a bit of a unique problem. I’ve been animating some 2d ā€œpaper marioā€ style models in 3d. Part of it is scaling the bones of certain part of the model (say, a hand) to 0, and then scaling another bone in the same place from 0 to full size in order to change the appearance of the hand. It kinda lets me animate an open/closed hand or change the perspective of a part of the model while keeping it 2d. The problem is, however, if I rapidly scale something in one frame it makes the entire model flash invisible for one frame in unity for some reason, and I can’t figure out why or another potential solution. Anyone have any ideas?

hybrid tinsel
#

(Just some things that might potentially narrow down the issue at least.)

pine hatch
#

my character just doesnt rig

#

any ideas

hybrid tinsel
coarse cypress
#

How can i fix it

agile solstice
dreamy geode
#

hey is anyone familiar with the trail renderer and why I might be seeing this problem

#

I'm not sure if it's a problem with my texture, or settings

hybrid tinsel
#

@aidenn#7806 put the attack on a separate animator layer

#

@dreamy geode is that in scene view or game view?

void panther
void panther
#

keyframes look about how i'd expect them to

#

I don't see any reduction? it still has the same amount of keyframes as it did in blender, etc.

#

not sure where to look for that setting though

#

quick video example, in this case it's the lid of the cooking pot

#

The lid has 3 bones

#

a LidControlBone, a LidOpen bone, and a LidClosed bone

#

the LidControlBone is parented to the pot itself, the LidOpen and LidClosed bones have "Child Of" bone constraints to the LidControlBone

#

the LidOpen/LidClosed have the 2 different lids tied to them respectively, and I just scale those bones during the animation from 1 to 0 to swap them out

#

you can kinda see what I'm going for, but it creates a flashing in the animation every time the scaling occurs

#

I tried scaling to 0.001 incase it was just an issue with scaling to 0 but that didn't fix it either

#

I'm gonna try the things you said though, messing with the material etc.

agile solstice
void panther
#

changing material didn't fix it but I found the keyframe reduction. will see if that fixes it

I disabled keyframe reduction in the fbx after importing, then duplicated the animations and used them but that didn't fix it

#

I might have figured it out...

#

Yep! It was "Resample Curves" being checked off.

#

Seems obnoxious that this would be enabled by default, I want my animation to be as close to what it looked like when I animated it.

#

I wonder if that's just a part of the default blender export options? Or if this is a goof on unity's part.

#

maybe it'll cause problems later unchecking it, idk

pastel gull
hybrid tinsel
#

Glad it helped ā¤ļø

hybrid tinsel
silver siren
#

any ideas why FBX Exporter result in those animation properties missing ?

#

I tried copy/paste those from the original clip but they still are missing

void marsh
#

Little render of the final result of a simple idle animation I made for a tutorial.

agile solstice
#

Animation clips are 100% path sensitive

silver siren
#

trying to dig deeper I have a lot of missing "Constant Clip Bindings" in the Animation Clip on Debug Mod Inspector
I tried to copy paste them but not working

mortal holly
#

Simple question, how would I reference the different animation states (or coordinates) of a 2d blend tree in my movement script? I tried searching the documentation but there wasn't much helpful info

hybrid tinsel
#

@mortal hollyGetCurrentAnimatorStateInfo()

silver siren
# agile solstice Animation clips are 100% path sensitive

you were right
after i found a forum page about it but understood just the start of it
and trying all methods
I got to understand what the next posts on that thread is saying
at last, i used same code there except that in my case i didn't know which thing is considered as root. Adding MotionT AND MotionQ did only break my model/prefab
since the animation I had was just separated from model and (i did need to have it part of a humanoid )
I just put in variables all the bindings and curves of the animation that is working ( but has no model)
And did set everything from it to the one with a model but is has animation properties path badly set
And finally animation paths bacame correct and animation worked
source thread: https://forum.unity.com/threads/make-root-motion-in-animation-clip.250723/

silver siren
light storm
#

Hey guys ... i got a major problem with animation ... i have first person prespective arms and they are detailed with armatures like fingers rig and stuff ... when i play an animation on them and switch the weapon with a script , which just sets the active state of the hands to false ... then the position of the hand and fingers as well as the rotation is set to position whenever the animation was cut at .. how can i reset the hands and fingers position after setting the active state of the hands to true again ? (without manually rigistering each part before and after and setting it through 100 lines of code)

hybrid tinsel
#

Well first of all you definitely should learn how List<> and ForEach work just in general, to save you from 'hundred lines of code' situations. But in this case you should be able to add a state to the arms in the required rest post that you can call before disabling the arms?

vale flax
#

why is the rigging from unity keep moving my character when it runing my game

#

it suppose to do this

hybrid tinsel
#

@vale flax can't actually figure out what the problem is- can you explain with more detail?

agile solstice
#

Yeah, rather unclear issue

vale flax
#

Okay so the rigging from unity is snaping the character at a epesific distanse. making it impossible to move while the rig is on. I also found out that generic does the same to the character. The only differens is that it dosent move the character to the air. And it look that the script is not the problem since all work when the game plays

shrewd lantern
#

hello guys, I have a model that consists of two "objects" the whole body,arms/legs etc are one object and I have a hat as a second object so I can easily swap between other hats etc. when I import my blender-created model with animations into my Unity project. the animations play but the model becomes detached and floats statically above the head. anyone know what might cause this?

#

the animation plays perfectly fine in Blender including the model and there's no issues there. It's only when its imported to Unity does this issue arrise

queen basin
#

Hi everybody, just a quick question. Is there a way to keyframe a PNG sequence into a texture slot of a script. Pic below:

#

*Or do I have to manually edit a keyframe and switch up the texture per frame. ( Which works, but I guess there might be a quicker way )

#

Excuse me if this is code related. Hoping to find a more convenient approach.

hybrid tinsel
#

@queen basinThe better way to do that would probably be to have an array of images and then just use the animator to play through that.

queen basin
#

I use the override to convert quilt lightfields to lenticular shaded images for a particular device.

#

To prebake the lenticular shading

#

I am not a unity guy and have been wondering if there might be a script to insert a image sequence in a texture slot. Most softwares I use have the ability to read sequences natively.

hybrid tinsel
#

@queen basin I'm not sure what you mean... I wasn't suggesting a spritesheet but rather an array of textures.

#

Unity doesn't have a default image sequence handler like, say, after effects does and the usual method for handling them would be(as you suggest) a spritesheet, or a movie file.

queen basin
hybrid tinsel
#

You can read the unity docs but I suggest the Microsoft c# docs for core c# stuff like that.

hybrid tinsel
#

Unity does have image sequence support in the animation window when using the sprite renderer, too, but I'm not sure how hard-coded that is.

dull stag
#

Hi everyone

#

I have this problem with my project and I hope you guys can help me. I’m making this tank game and having trouble with the tank moving animation I just can’t get it to work in unity

agile solstice
dull stag
# agile solstice If you can describe what you were doing and how it went wrong, someone might hav...

Of course. So I used blender and followed a tutorial to create the tank tracks and animate them. The tutorial uses a curve modifier which is a path that look like the outline of the tracks that the tank track mesh follows so when you move the curve the tank tracks move along it and look like a tank track. The problem I’m having is exporting it to unity. I tried multiple formats for exporting but none of them work. The formats don’t seem to be capable of exporting animations that are made with blender curves

#

So my question is how do you guys go about to animate tank tracks?

agile solstice
#

Unity by default doesn't have curve deform, but there are some assets like that on the asset store

#

My understanding is that curve deformation is sorta expensive, so you normally find workarounds

#

But I haven't looked into tank tracks a whole lot

dull stag
#

I have searched now for actually 2 days for what one would do to create some tank tracks animation and export them unity but no luck šŸ˜ž

agile solstice
#

I would animate the texture to scroll instead of moving the treads at all
But that won't be ideal if you're going for realism

#

That won't work 1:1 as drivers are a blender thing, but there are similar things in unity

hybrid tinsel
#

You can also use a vertex animation texture

#

Though I dunno how to set that up with blender

dull stag
dull stag
agile solstice
#

In blender I believe those are called blendshapes
They're useful, but they can't really do cyclical movement as far as I know

#

Vertex shaders can move the tread geometry, but cyclical movement is a big challenge using that aswell

#

You might be able to make a blendshape of all the treads moving their own length forward along the track, and repeat that movement to create the illusion of continuous rotation

hybrid tinsel
#

Blendshapes are something different

dull stag
#

Will try that method and see if I can get it to work. When I started this tank project I thought it would be a simple game that I finish quickly learn some stuff from and then move on. But turns out tank movement is very hard to animate

hybrid tinsel
#

They are generally just a single pose instead of an animation

warped shore
#

Good Evening, is there a way to animate an Image's fillAmmount, via the animation tools instead of code? I've set it up but it doesn't seem to work....

hybrid tinsel
hybrid tinsel
#

@warped shoreIt doesn't work in game, or in the animation window, or...?

agile solstice
warped shore
#

Actually thats why I submitted the screenshot

leaden prism
#

is there any way to get the name of the current state?
I've only found ways to get hashed version or the clip name

cyan oar
#

guys
what is the best animation way for the characters
like games character movement
gta v and the other games
does anyone have a good way for it ?

cyan oar
#

can anyone answer ???

rigid raft
#

Hi! I want to have a couple of cinematic sequences to animate the same GameObjects. In order to record each GameObject from within the Timeline it seems I need the objects to have an Animator component and an Animator Controller.

Here, do I create the Animator Controller assets for each cinematic and dynamically switch them in the Animator controller when the corresponding cinematic Timeline Sequence is triggered?

agile solstice
# cyan oar can anyone answer ???

That's a really vague question that depends entirely on what kind of movement is needed or wanted
GTAV utilizes an extensive system of blend trees and realtime IK, with some physics in there too

cyan oar
#

@agile solstice dang

#

?

agile solstice
#

Hard to guess

hybrid tinsel
#

@leaden prism no good way. A few bad ways.

leaden prism
#

dang

hybrid tinsel
#

You can iterate through all states and try to find a match using the hash, or you can add a behavior to each state that tells your other script when that state is called/ended

leaden prism
#

ah, as I basically wanted to try to match the animation between two diff animator controllers for a photo mode pose changer thingy

#

so I might instead go by clip name, then make some switch statement with that in case I wanted diff names of the poses to show up

hybrid tinsel
#

Can't you just use the same animation controller for both?

leaden prism
#

the way I've set it up it wouldn't work I think, as basically, when photo mode starts I switch the player character to a layer invisible to the camera, and spawn a prefab with just the player's model and animator in its place, as to be able to return to regular gameplay without interruptions

#

though I might be approaching that the wrong way, as I have not done any photo modes before

indigo sky
#

hey do you guys can recommend a tutorial to start with animations?

#

many icons and names I've seen don't match with the newer versions of unity so idk

hybrid tinsel
#

I honestly haven't seen any good unity animation tutorials that are also up to date.

#

Sorry 😦

#

Between it being relatively niche(most people animate in blender or something) and it being hard to keep up with unity updates.

indigo sky
#

I have some animations. I just don't know how to connect them with the code and play them at the wished times

lethal basin
#

Guys I'm having an incredible hard time figuring this out hahaha if someone could help, I would really appreaciate.

I have two animations, a sprite and a character baked animation on fbx. How can I turn on the sprite object and its animation with the character animation. Either that or merge the character animation with the sprite?

indigo sky
# hybrid tinsel I honestly haven't seen any good unity animation tutorials that are also up to d...

ā–ŗ ​Easily make Platformers using my Unity Asset - http://u3d.as/2eYe
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āž¤ Join the community - https://discord.gg/yeTuU53
āž¤ Support on Patreon - https://www.patreon.com/lostrelicgames

0:00 Escape Unity Animator ...

ā–¶ Play video
#

this is kinda helpfull

indigo sky
#

does anyone of you use Animancer?

frank topaz
#

I'm using LeanTween to animate and during the animation the animation stutters/jerks in between. Anyone knows what is that happening?

hybrid tinsel
#

@indigo skyDiscord bot deleted my first response to that. Suffice to say that no, that isn't good.

indigo sky
#

Animancer isn't good? Why that?

#

or the video

hybrid tinsel
#

Was a response to the video. Animancer seems pretty damn solid but I've not used it.

indigo sky
#

I haven't used it either but the concept seems similar to the video

#

both solutions try to escape the arrow web

hybrid tinsel
#

The video is basically saying 'Don't bother learning to use the animator, just skip it.'

#

While Animancer is an actual alternative tool.

#

Lost Relic doesn't lay out the actual use cases for what approach to use, which makes his advice worse than useless but actually detrimental to people trying to learn.

#

He starts off by showing actually bad examples... but they are somewhat artificially bad because they are clearly worst case scenarios that could be improved massively without much work using basic organization.

#

Also, (and which he does explicitly state) his approach isn't nearly as useful for non sprite animations.

indigo sky
#

hm I see. Can you recommend me some videos or tutorials on this topic?

hybrid tinsel
#

Unfortunately, like I mentioned above I've not seen any that are both good and up to date

#

Also, I'll say that the technique he uses is useful to know- but it certainly isn't 'an easy solution for everything' like he suggests.

#

Like parallel parking. Good to know, but niche.

indigo sky
#

I guess I will check out animancer

hybrid tinsel
#

I should ask though, have you looked at the basic tutorials on the unity site?

#

They aren't entirely up to date but they cover many of the basics.

warm maple
#

Any way to import a new rigging (which is identical to the old one) to the same animations I had before? so I don't have to remake all the animations.

hybrid tinsel
warm maple
hybrid tinsel
#

Is the hierarchy and naming the same?

hybrid tinsel
#

When you say it doesn't work, what do you mean exactly?

#

Are you getting error messages? Is the animation just not working? Are you getting the items in the animation window marked red?

warm maple
twin musk
#

Hello anyone know how animation works on genshin or honkai impact? if it's dynamic or prebaked animation.

uncut salmon
#

They're prebaked for sure. There's no need to make them procedurally.

uncut salmon
#

Pretty sure those are baked and blended as well. If you watch the animations, everything is looped.

twin musk
#

i see, it's just really well made animation. thanks

uncut salmon
#

Well, they could have done dynamic clothes in whatever program they modeled, then baked those into keyframes.

hard brook
#

How do you handle playing attack animations at different speeds if a characters attack speed can vary depending on what items they have equipped?

uncut salmon
#

Usually you just use different animations, since a slow heavy swing isn't just the "fast swing but slower".

#

But if you're budgeting and are just using a generic attack animation, you can just duplicate it and set it to a slower speed.

hard brook
#

does the value i enter here matter if im doing this in code? does it just overwrite it? cause i dont actually see it changing in the inspector when running

                    Anim.SetFloat("attackSpeedAnimation", 1f/PawnScript.AttackTime);
                    Anim.SetTrigger("Attack 1");
#

i can see the parameter value changing on the left of the animation window, but the Speed here doesnt change

#

oh i got it working now, i did 1/attackspeed * lengthofanimation. seems to be working well

tender relic
#

how to string animation like launching arrow that hits enemy and enemy falls over

cyan oar
#

guys why is this happening ?

#

why the animations is like that ?

radiant bolt
#

Hey all, when you made inverse kinematics in Blender is it possible to get those IK's working in Unity?

#

Or do I need to use unity's animation rigger

old kayak
orchid finch
#

With the FBX exporter, how can you convert unity's .anim file format into an fbx model?
(Kind of like, injecting the .anim file into a fbx file, then exporting that file)

hybrid tinsel
#

@hard brookYeah, the multiplier literally just multiplies whatever you have by the parameter.

hybrid tinsel
warm maple
hybrid tinsel
#

Well, I already made this so gonna post it anyway! Glad you fixed it šŸ˜„

pine hatch
#

Is there a way to transition animation instantly in the unity animation controller

#

So when i press a key the next animation plays instantly even if the current animation hasnt ended

hybrid tinsel
radiant bolt
pine hatch
#

I have a 20 sec long animation but in the midle it i want to transition to other animation

#

But i have to wait the whole 20 s until it ends

agile solstice
#

Or middle, in your case, possibly

#

If the transition is in the start, it'll happen immediately when the transition condition is hit

snow skiff
#

I have many 2D characters
This characters have bones to help with animation
But, this animation are drop all the game performance
Have a way to avoid the performance issues?
And... Why animation drop the game fps? :/

hybrid tinsel
#

@snow skiffIf you're in editor, turning off gizmos dramatically increases performance of 2d bones.

Do you have burst and collections installed from the package manager? That speeds up 2d skinned sprites a ton.

snow skiff
hybrid tinsel
#

from the docs, ```Optional Performance Boost
You can improve the animated Sprite deformation performance at runtime by installing the Burst and Collections package from the Package Manager. This allows the 2D Animation package to use Burst compilation and low-level array utilities to speed up Unity’s processing of Sprite mesh deformation.

#

Burst is available right on the package manager, and collections can be added by adding com.unity.collections with the menu in the top left of the package manager

snow skiff
#

We are using .PSB files to the characters

hybrid tinsel
#

If they are installed it will say so

#

It will have a green checkbox if it is installed or an arrow pointing up if it is installed but can be upgraded

teal granite
#

Aight, I've got a question

#

Was trying to make a pose for a VRC avatar I made in VRoid

#

Specfically the prone pose or animation, but it also happened trying to make an AFK animation

#

I'm tryna animate the pose, but like

#

It keeps going back to the default relaxing pose

#

As I record and add/change the properties on it

#

Any help?

#

It's turned that way for the pose, ignore that šŸ˜…

meager drum
#

That just means no animation is playing; probably just need to loop your idle.

teal granite
meager drum
#

I don't have it in front of me to look, but I think the animation state in the control (Or perhaps the clip itself?) has a loop checkbox

teal granite
#

Thank ye, I'll try it

meager drum
#

When you're running, you can view the animation controller live to see what state is active; if the idle one is indeed remaining active then it's going to be some setting on the clip. If it isn't, then the exit condition on the node may be the problem.

#

Sorry I'm not more specific, usually i like to go look at the actual interface before offering help to make sure I'm not misspeaking šŸ™‚

teal granite
#

It's alright, doin' ye best

#

Thanks, I'll get back in a few

teal granite
#

i think i found the loop idle thing

#

ah christ

#

let me just

#

fuckin record it

meager drum
#

Where's the animation controller?

teal granite
#

I don't have it in one currently, is that why? Otherwise, the settings are at the right there. Apologies for my obliviousness, I don't have very much knowledge in Unity yet. This problem was just pissing me off. Didn't know a better place besides here, didn't find working solutions on Google

#

I made a new animation for it, but the old one I had still did the same when it was in a controller

meager drum
#

I'm not super experienced in this area yet either šŸ™‚ But yeah, usually there's an animation controller. I think it's possible to directly play an animation via code, but you usually just end up reinventing a worse animation controller that way

#

That's what I was referring to though when I said see which node (in the animation controller) was active etc

teal granite
#

Yeah yeah, I know-- was using them for object toggles

#

Let me put it inside the controller needed then and see.

fluid sage
#

it should be looking like gas and being smooth but tit just looks jagged and jumpy and i hate it and i cant figure out how to fix ;-;

#

as an example the gas used to look like this

orchid finch
#

I'm having some trouble exporting my animation..
So I've bought a unitypackage, downloaded it, and want to convert it to fbx so I can use it in other game engines.
When I exported my model (with the mesh, avatar, and controller [with animations]) for some reason the animation has messed it up and now it's appearing sideways?

hybrid tinsel
#

@orchid finch

#

Unity uses axis pointing differently from many other software, so you'd need to fiddle with that

orchid finch
#

And BTW, I know my model is rotated, but my animation is also messed. Is it because of the Y/Z-up rule?

hybrid tinsel
#

I haven't done anything with exporting myself, so not sure what to suggest. That might be the reason, or there might be some other problem

orchid finch
#

Alright, thanks so much for helping! :D

hybrid tinsel
#

You can try exporting to ASCII fbx and then poking around inside/regexing it to switch the axis around?

#

Or maybe poke around in the exporter script?

orchid finch
#

I'll have a look, thanks

fluid sage
#

it seems i just cant get the particle to look like it used to and i dont know why

#

is the particle just broken and i just gotta make a new one from scratch?