#🏃┃animation

1 messages · Page 83 of 1

placid jacinth
wild matrix
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I'm hoping someone could help me get on a good path before I waste a lot of time doing something stupidly. I'm making an on rails shooter and there are a bunch of animations I got from the asset store (Pistol Animation Set) and Mixamo for the Enemies. At first, I thought I would just use an animation controller and kind of cycle through animation clips this way to get the behaviour I want, but I feel like I'm not really able to get fine control, and something just feels wonky about it. Is this really the way I'm supposed to be doing this, and what am I doing wrong?

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this is how it looks right now

brave kettle
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So...is there a reasonable alternative to mecanim, even for prototyping?

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I've just been doing some basic animator rigging with Mecanim for a game jam prototype, and I realized I wanted to adjust the hierarchy of the player object's children

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but I literally cannot rename or adjust the weapon anchor/model objects in any way, shape or form, because mecanim animations are inexplicably linked via name and hierarchy rather than object id

clear orbit
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I think you are supposed to use overrides

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I dunno. you tell me

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lol jk...but honestly not tried it yet

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Maybe this is just for cutscenes though.

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Learn the fundamentals of animating characters with Unity's animation layers, and understand how & why it all works!

This beginner-friendly tutorial is a thorough break down of Animation Layers in Unity 3D and explains how each of the layer's properties work and are useful. By the end of the video, our character is able to walk and aim simultan...

▶ Play video
hybrid sparrow
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i dot really find that ;/

clear orbit
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its in the package manager

hybrid sparrow
clear orbit
hybrid sparrow
clear orbit
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Its pretty cool, but a bit complex

hybrid sparrow
clear orbit
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Just his head right?

hybrid sparrow
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yeah

clear orbit
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like when he gets in a certain zone?

hybrid sparrow
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when he walk up to fountian or player he look at him

hybrid sparrow
clear orbit
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Yeah. It is probably possible in different ways. But I think if you want that kind of beaviour then that is exactly what animation rigging can you do.

hybrid sparrow
clear orbit
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yeah im pretty sure you can

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you have to add it to the bolt library thing first

hybrid sparrow
clear orbit
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in the package manager

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window>package manager

hybrid sparrow
clear orbit
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what version are you using? should be in the 2020 LTS and later

hybrid sparrow
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but my project.. i dont whant to change version cus all will broke

clear orbit
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Just enable prview packages

hybrid sparrow
clear orbit
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ok...well i told you it was a little complex right?

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so you have a character?

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click on the chrachter and then AnimationRigging>BoneRendererSetup

hybrid sparrow
clear orbit
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looks amazing

hybrid sparrow
clear orbit
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ok . add rig builder component to him

hybrid sparrow
clear orbit
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in Blender?

hybrid sparrow
clear orbit
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where it go?

hybrid sparrow
clear orbit
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yea i dongt understand the importing skeletons yet

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always extra bones

hybrid sparrow
clear orbit
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ah right

hybrid sparrow
clear orbit
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you use generic

hybrid sparrow
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why i cant use generic here

clear orbit
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its so it can play all human animations...bcos humans are all the same

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like you can download animations from mixamo and then add them to different chrachters...but it deoends on those humanoid bones being present

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You can use generic

gloomy oracle
clear orbit
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just you wont be able to plugin animations i think

hybrid sparrow
clear orbit
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then you can use generic

clear orbit
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The problem with animation rigging is the amount of different objects you need to check in the hierarchy. A workspace would be so handy.

livid drift
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Hi, i have this animation for my player, i want him to stay idle and go into running animation when moving. However, It's like the player is moving in idle, then running then exiting and then again idle and the loop goes on. here's the code for the player too https://gdl.space/jimobiqepo.cs

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pls help

hybrid sparrow
brave kettle
loud cobalt
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Hi! I have question. What is the best way to deal with cut-scene or special animations, that will be played on the main character once in the game? What I don't want that these long animations sit in the Memory unused for the most part.

woeful topaz
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how can i make my animation more linear instead of curved

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idk how to describe what i mean but

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the animation slows down towards keyframes

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how can i remove that

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so it just moves straight between keyframes without any 'smoothing'

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trying to make a seamless loop but it doesnt work when the speed slows between keyframes

clear orbit
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then you can set the ease in/ease out stuff

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set to linear

hybrid tinsel
mighty iron
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where can i find a good tutorial/course for animation in Unity?

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pls anyone who has a suggestion for a good animation course DM me because i am going offline

twin musk
placid jacinth
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So this animation is from asset store...and i want to add an event to it! is it possible to add without duplicating it?

woven gyro
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yeah just add the event where you want it

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oh wait no it's read only

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Duplicate or do it at runtime seems to be the consensus in this thread

clear orbit
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Any ideas why my player floats in the air when i turn on the Rig builder?

brave kettle
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@clear orbit just wanted to say thanks again for linking me that - it's exactly what I needed. I was actually starting to write an animation engine like this on my own, glad to know it existed already and I don't have to spend a shit ton of time working on one

twin musk
void bolt
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Why doesn't my singular anim play when the conditions are met?

hybrid tinsel
twin musk
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Does anyone know how to resolve these issues? we are importing a humanoid rig into unity, and it gives us these issues

placid jacinth
hybrid sparrow
hybrid sparrow
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late update helped

clear orbit
mighty iron
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hey i'm new to 3D animation and I have a question
what's rigging?

clear orbit
mighty iron
clear orbit
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and controls

mighty iron
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ohh

clear orbit
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to move the mesh

mighty iron
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so u use it to animate the skeleton

clear orbit
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well... to move the mesh really...the skeleton is invisible

mighty iron
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ok

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so the mesh is like the skin ontop of the skeleton and it moves with the skeleton but u only see the mesh?

clear orbit
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Yeah.

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Most chracters come with a skeleton/bone hierarchy, but you wont see it Unity unless you are using animation rigging package

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I mean you see the hieracrchy of bones in the hierarchy, but you wont see the actual skeleton

mighty iron
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oh ok

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thx this helps me a lot

hybrid tinsel
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@twin musk the animations you are importing have an extra spine bone and a bunch of keyframes that scale various bones. Humanoids don't import scale a imations or extra spine bones.

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So the animation will work but might not match the original clip.

random swift
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Maybe coding is the wrong channel, anyone got experience with ledge climbing and animations in animator, that use root bake y? I got some hard time pulling that character on the plane, as it is checking against ground and keeps falling.

random swift
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So I guess my problem is that the animation is trying to go back to y 0 with the rig. Any idea on how to prevent this?

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Maybe it is just polish and timing from my research

hybrid sparrow
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guys how LateUpdate different from Update?

lean sage
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it happens later

pure abyss
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guys is it possible to check what playable is controlling the animator?

mighty iron
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how can i create a mesh and a skeleton

mild zodiac
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Hi, I'm trying to make the object that ive made in blender animate in unity. I would like to make it, so that in unity every single animation goes at once, just like in blender, shown in the video below. When i exported the .fbx to unity it came with all the animations you can see in the video. However, i dont know how to make the entire map animate with this animations in game mode. I'm a beginner, but i know how to export animations to unity on smaller objects such as a character, but it doesnt seem to be working now on a huge map with a lot of objects. You can see in the video that some of the animations actually work (in the animation preview mode), the electricity ones dont work. However i dont know how to make them play on loop on entry. ive tried making animation controller and making a 1000 frame animation, but it doesnt play in the game mode. Can somebody help me?

woven gyro
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I also got this issue last time I tried to animate in blender. @ me if you figure it out please

jagged ruin
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@mild zodiac so whats not importing? - specifically
i see a rotating plane (whirlpool) is importing fine.. you would expect that, that's rotation animation.. unity imports that fine

mild zodiac
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well... i dont know how to make the animations play

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and the only thing that doesnt work in animation preview mode are the electricity wires, it seems that they are behaving very weird

jagged ruin
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you have to dragg the model into the scene and put an animator on it?

mild zodiac
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yes

jagged ruin
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but i mean, all elements will be animated as one then if you're doing one global animation

mild zodiac
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what do you mean by global animation?

jagged ruin
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well its not a bone based animation where you can control individual bones

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and its not a bunch of seperate clips for each animated element? or is it?

mild zodiac
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i dont think so

jagged ruin
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ok, how are you getting it to animate already?

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the elements that work.

mild zodiac
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this is one of my problems

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the animations dont play

jagged ruin
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ok, so click the thing you dragged into the scene

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'my big world model'

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or whatever you saved it as

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and put an animator on that.

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Then create an 'animation controller'

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and start dragging clips from your file, into that

mild zodiac
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oh

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wait what

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i was sure i put an animation controller already

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but its not there

jagged ruin
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that's one of the ways to animate stuff in unity... i wouldn't do that personally because you'll be creating one massive global animation for your scene

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but... that's a way to do it, you can do that

mild zodiac
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ohh because i put it onto a wrong object

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alright, that made it work

mild zodiac
jagged ruin
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use a script to rotate those elements at runtime

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or, export those elements as individual fbx's and assign them individual animator controllers

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that allows you to control them individually.

mild zodiac
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alright, that is a way but its a lot of work

jagged ruin
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You might even be able to do some kind of masking with a generic controller but i'm not really farmiliar with how -- nor have i ever had a need to investigate it.

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Yea, it also allows you to recreate the individual elements and move them where you want... and animate them seperate from each other...

right now you have one global animation so when you stop your whirlpools .. your electricity stops animating.

mild zodiac
jagged ruin
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yea in blender put the nla clips on tracks that overlap

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export as one global animation

mild zodiac
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because right now only the whirlpool is animating as i put the its animation clip only

mild zodiac
jagged ruin
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tick the 'export as one global' animation - under the 'animation' tab of the fbx exporter

mild zodiac
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is there a way to do it in unity?

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because exporting this takes a lot of time

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and i will need to reapply the materials to objects once again

jagged ruin
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just make a copy call it : myworldmodel@globalanimation and dont export mats

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you only want the animation data from it, you dont need it to copy with materials... should work

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its probably possible to combine animation clips inside unity... copy and paste keys from the other animation clips....
..but that seems like a lot of arsing about

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never tried it myself

mild zodiac
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alright

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sooo what should i uncheck here?

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this is blender exporting btw

jagged ruin
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i think, otoh.. you untick 'all actions' and 'nla strips' -- you may need nla strips... i cant remember

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one of them should produce the global 'flattened' result of the scene animation

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if you hover your mouse over them.. they should describe what they do

mild zodiac
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wait what

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its already exported

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😮

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it ussually took like 15 minutes

jagged ruin
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probably cus your packin in all the mats

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xD

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maybe i dno

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that stresses out my pc and i bought it used from nasa

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..or it could be that it bugged out and literally exported you nothing 😄

mild zodiac
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i think that what took 15 minutes was exporting 1000 frames of around 30 or more different animations on such a big object, it has exported everything and the animations work perfectly!

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however i have to reapply materials

jagged ruin
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no no no...

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you can.. drag your old file in

mild zodiac
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what old file?

jagged ruin
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oh

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lol

mild zodiac
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its gone now

jagged ruin
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well i would've exported this as 'worldfileName@globalAnimation'

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then you could've.. just 'explored' the contents of this file and dragged out the animation

mild zodiac
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i replaced the old file, also the old file didnt have the materials applied, as the materials were made in unity, not in blender so .fbx file didnt have the correct materials

jagged ruin
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ah ok.. well it animates so good stuff 🙂 good luck with it

mild zodiac
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Thank you for help!

jagged ruin
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my pleasure

hybrid sparrow
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Guys any ideas how to make this work ?
Why head tracking is wrong? Why head is leaning on the side instead of do normal turn around Y axis.
Im using animation rigging build in adddon for this

clear orbit
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I think there was a problem with one of my models and it dont work. but on the one that works i set it to -y, y

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but im confused why one works and the other doesnt

hybrid sparrow
hybrid sparrow
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im talking about bones rotation from 3d soft

clear orbit
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y is sideways..

hybrid sparrow
zealous smelt
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guys i'm trying to make the breakable skeleton wchich can be reconstructed. It briefly works like this:

  1. break apart using physics (so i need to turn animator off)
  2. lerp scattered bones(meshes) to the new position
  3. reparent bones to rig and start "standing up" animation.

it works pretty well, skeleton gets broken, body parts lerp back properly and all... but the animator sets model back to T-pose, when i want bones to lerp to another specific "broken" pose. My question is - is there a way to set lerp target for every single body part to animated pose when animator is turned off?

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to achieve this:

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not this:

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also i'd prefer to avoid spawning duplicated invisible model or putting anything in Update() for better performance

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breaking and reconstructing are coroutines

drowsy sundial
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hi. i have isometrich character and anim controller for that

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i saw that parameters was changing as fast as needed but animation dosent

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and when i press fast wasd (change direction) i have like a second when character still moving in another direction

fierce tartan
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transition time perhaps?

drowsy sundial
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this what happens

drowsy sundial
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but now i have another problem

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after pressing some checkboxex i fond that was a "Has Exit Time" checkbox. i need to set it to true then i have animation

hybrid tinsel
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@drowsy sundialIn your case you'd want to disable 'can transition from self' in your any state transitions

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Though really, your setup is kinda weird and will always have some problems; any state transitions really aren't meant to be used that way

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(What is happening now is that it is transitioning again every single frame, so the animation never moves past the first frame.)

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I'd probably just do something like this, with an int for direction and a float for speed

granite harbor
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guys im having trouble creating an animation in unity, whenever i highlight all of my sprites and right click and then press create animation it doesn't seem that it is adding the sprites

granite harbor
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the property button apears greyed out

vagrant pebble
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im not sure if if this is a programming question or an animation question, but is there a way to rotate a certain animation based on a pivot point and the position of the player?

hybrid tinsel
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@vagrant pebble can you describe precisely what you're trying to do?

vagrant pebble
# hybrid tinsel <@214171657688973314> can you describe precisely what you're trying to do?

im trying to create an animation for a "dash"the player is going to do. the plan is that the dash animation will only be able to be executed when the player interacts with an object a certain distance/radius away, and the player will "dash" to the object. kind of like a teleport but you can see the animation being played as the character goes from one place to another. the question was to check if its possible to only create one animation and have it rotate to fit the direction the player is going in versus having to do a check for different angles and setting up animations per angle that the player is at if that makes sense

mighty iron
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Are Meshes created in Unity or externally?

kindred mason
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uhh

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I dont know?

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I mean like I did'nt understood your question

mighty iron
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someone please help

clear orbit
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And then meshes can be made in other programs too and bought into Unity

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And you can edit your own meshes in Unity using Probuilder

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But most prefer to use Blender

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Anyone know what is a good approach for making 2D and 3D facial expressions?

hybrid tinsel
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@vagrant pebble you can do that, yes. The dynamic rotation would be handled by a script, though, not the animation itself.

hybrid sparrow
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Please help , how to add Unity Animation Rigging addon to UVS(Bolt)?
I want to change its Weight values from bolt in runtime

hybrid tinsel
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@clear orbit for 2d, sprites don't currently support blendshapes so the usual options would be face bones, sprite swapping, or a mix of the two.

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For 3d you generally either use facial bones or blend shapes.

clear orbit
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blend shapes are in the animator?

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Make the poses and blend between them?

hybrid tinsel
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Blend shapes need to be made in your 3d software and I don't know much about using them since I mostly stick to 2d

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Generally you can just animate the weight of each blend shape in the animator though, yes

clear orbit
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k thanks

lost panther
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I'm using the animation rigging package, with the two bones ik constraint, it works but the bones are bending the wrong way. Is there some setting I can tweak to fix this?

clear orbit
lost panther
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these hints?

clear orbit
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yeah

lost panther
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let me try

clear orbit
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they are in the scene...click them...give them a gizmo..like a red sphere

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they control where the joints bends towards

lost panther
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Yup, that changes it, but then it goes back to bending the wrong way when I move the target to torso height. I guess tweaking it's position more will fix it

clear orbit
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yeah...but i think you can parent it to the actual target too.

lost panther
indigo snow
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Hi. Is it possible to change animator parameter by animation property?

hybrid tinsel
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@indigo snow kinda. You call an animation event that does it.

indigo snow
jagged ruin
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@indigo snow you can also use animation curves

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if you name a curve on the animation clip the same as the parameter inside the controller it'll copy it...

indigo snow
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@jagged ruin I'm sorry, I don't know how to do it. Could you explain more?

jagged ruin
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add an animation curve to the clip (name it).. add an identical parameter into your mecanim (same name)

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the animation curve rollout is right next to where you add animation events... the mecanim-parameter tab is right next to the layers, in mecanim

indigo snow
jagged ruin
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below the clip stack.. on the fbx import, animation tab

azure pagoda
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doesn't look as bad on the recording but when it glitches around like that, for me its really blurry

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I have a cinemachine camera following it, I used to have an animation on it that was also blurry

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wrong channel oops

woven gyro
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@azure pagoda make sure your cameras update is one the same update as the player

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The setting is in the cinemachine brain

azure pagoda
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Im getting this error

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but it is assigned here?

hybrid tinsel
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It took me way too long to realize that the 'activate windows' was, like, actually from windows and not a weird broken ui in your unity

azure pagoda
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haha

azure pagoda
slow sparrow
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Not sure where exactly this question fits

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I want to do death animations similar to ff4 or some of the classic ff games

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(The sprite starts to crumble and fade away)

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How would this even be done in unity?

twin musk
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Question, when you make a model you can apply a mesh collider made specifically for that model, the question is : when you apply animation to the model does the mesh collider change? moving and changing the same way the model does when it is animated?

clear orbit
dusk granite
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hmm i have an issue where my animation wont set the position to a perfect 0 if root motion is enabled and idk why

the animation is zeroed at the last frame in its animation clip, yet it isn't when playing on the game object itself

it's really just a minor incovenience but it's still kinda annoying xD

twin musk
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Hey so I just added an animation to my character, how can i make it so as soon as the game starts the animations also does?

jagged ruin
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@twin musk no, it doesn't

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@slow sparrow you have masks, and you have transparency...

twin musk
slow sparrow
jagged ruin
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well i would imagine it would depend on how important the effect is to you... because anything 'special' you want to happen, your gonna do by hand

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otherwise id take the other guys suggestion and use a shader

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but yea, you'd animate it

slow sparrow
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oo hmm. I'm just not experienced with shaders at all. I wanted something that could do this to each sprite.

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and I get how it works for like, fading away the sprite, just not as much like, deteriorating it and making the pieces float away kind of deal.

jagged ruin
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you take the sprite and you cut it up into leaves?

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then you tween those 'leaves' flying away in directions as they fade

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if that's not what you're trying to do.. idk, but that's a really simple way to accomplish it

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i honestly cant explain that differently because its not even a 'technique' its basic tween animation

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with opacity... now when you mix with that masks and stuff.. you could get an impressive result but its gonna be a lot of work per-character

slow sparrow
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can you cut it up dynamically?

jagged ruin
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why would you need to?

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are these dynamic characters?

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just have a copy of the sprite.. thats already cut up.. and swap it out and start your 'death animation' when the character dies?

slow sparrow
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Nah, but I wouldn't want each enemy sprite to have to be cut up beforehand, or say, it's an animated sprite, I'de want the effect to persist through it.

jagged ruin
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yea, a shader would be much better because its adding the effect over the top and its not effecting sprite animations underneath or whatever...

..but there's nothing stopping this from working on an animated character... cus you'd animate the death animation, with that in mind...

slow sparrow
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Hm... Well I'll look around and attempt to wrap my head around it. Feels like I could do some perlin noise effect.

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I think this one
https://youtu.be/3gOEBgMkMR0?t=343
I prefer tbh for the "death effect". it feels obvious how they're doing it (there's some mask that takes what it passes over and pushes it off) but I'm just not 100% on the details of doing that in unity.

jagged ruin
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yea you could use that an some opacity.. to create a nice dissolve effect -- not sure how that's going to make it 'fly away' though... but good luck with it

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@slow sparrow which part of the video is the effect? im not a big FF fan (no joke intended) so... yea idk what you mean -exactly-

slow sparrow
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5:48

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It's basically the exact effect I want, just in reverse lol.

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There's like some circular object/mask that eats the sprite from down to up and as it does so it starts shooting off bits of the sprite.

jagged ruin
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I mean you could do that with a bunch of masks.... right?

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that look like tendrils and you have them.. moving up into the character... that would handle the dissolve part of the effect but not the 'flying away' part...

..but im sure if you look some wizard has probably already made an exact replica shader doing exactly what you want lol.. for free... probably... knowing unity community

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Im not a big fan of shaders either because it's not something ive spent a lot of time faffing with -- but it does have the benefit of keeping the amount of 'workings' / components in unity down... and keeps the effect quite self-contained

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good luck with it though 😄

slow sparrow
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Yeah for sure. I mean, if I wanted to just animate it this way, I can always pump it into AE or something and put it out, but having that animation for each individual sprite seems like it'd add quite a bit to the file size at the end of the day.

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I'll just have to experiment and look around, there's probably a similar effect on the asset store lol.

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Thanks for the help!

jagged ruin
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sorry when i suggested...

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tendril mask, thats more like a 'generic' solution

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not a 'draw this for each individual baddy' i mean... you can have a 'death animation prefab' that you drop on that has a mask on it... you know... kind of like a shader in that respect..

slow sparrow
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Yeah, that's probably how I'll end up having to do it. for RN it's not -super- duper important, it's just a death animation effect for impact, but It's definitely the look I'm going for.

jagged ruin
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you could also actually.. animate the mask i think to vary up the effect....
I still dont know how you'd have 'bits' of the original flying away.. unless you....
...duplicate the original image.... inverse the mask.. and then animate it 'flying away'
-- i don't know how easy it is to 'invert a mask' in unity though

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because then the only bit you'd see flying away (because the rest is masked) would be... a tiny little fragment...
..but then you've got duplicates of your original for each 'piece' and yea performance might dip lol
just ideas

slow sparrow
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tbh if I had some exploding emitter effect for the sprite that split it and as the mask hides the sprite it introduces the emitter I suppose. I think a duplicate will probably be necessary so the effect can happen twice.

green lintel
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Does anyone know how to add animations to the Starter Assets?

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Because I added a mixamo animation and it is not working fine when I put it in the animator

dusk granite
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i'd use a SetTrigger for it btw, unless you want to cancel it later, then i'd use SetBool

twin musk
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        if (animator.GetBool(animatorIsDrawingWeapon))
        {
            Debug.Log("ANIMATOR IS DRAWING WEAPON");
            if (animator.GetCurrentAnimatorStateInfo(1).normalizedTime == 0.99f)
            {
                Debug.Log("DRAW WEAPON ANIMATION FINISHED, SETTING DRAW WEAPON TO FALSE");
                animator.SetBool(animatorIsDrawingWeapon, false);
            }
        }

Anyone know why the second Debug.Log doesnt trigger? trying to detect if an animation has finished playing....

lean sage
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It's very unlikely that the time is ever exactly 0.99

twin musk
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ahh!

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of course!

lean sage
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Try >= 0.99f instead

twin musk
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=

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lol, thanks, I need more coffee XD

lean sage
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Also you would think that there'd be something that tells directly if the animation has finished

twin musk
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i was like "bruh..."

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she works!, thanks for the sanity check @lean sage

orchid venture
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how do i make an animation that always loop 3 frames?

rustic geode
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bro anyone know the issue, when i added walk animation by flashlight mechanics stopped working

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like the raycast stopped working

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like it works the first time, but then it stops working

potent imp
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how to make blendshapes playing with existing animations?

late needle
#

Hi everyone, since I can't find a thread channel so Timeline, so Imma ask my question here. How to create temporary object for Timeline use only?

I know that ControlTrack can create a temporary prefab for within the clip but Unity decided to hide the instance from the hierarchy, rendering this path as a dead end.

hybrid tinsel
#

Good question; I actually don't know

quiet lotus
#

hey im like trying to make an effect where when i press D the opposite side of the direction of force the upper corner of the character goes backwards like when we run irl out hair goes backwards of the direction of force

#

ik how to key it and execite it on key press but i dont know how to make the animatipon it self

#

execute

#

animation

#

like you understand right?

jovial yoke
potent imp
#

yeah did was not playing with the idle animation

#

when i press play it just animate on it own but not with other exiisting animations

#

i will take a look later tomorrow

quiet lotus
#

hey so likei want to trigger an animation on a button press so i wrote a sccriptm for that but my friend dlith told me that i need parameters so i looked up tutorials but when i add a parameter it gives me 4 options int,float,boolian and trigger idk which one to use
my script is on a game object and i trigger it using that
public GameObject ThePlayer;
the layout is also different that the tuts
except of parameters its written transition
heres the script i wrote for it
https://hastepaste.com/view/uUwHq7jHhU

timid palm
#

Hey I recently modeled and rigged my first models in blender and I have some question that aren't about technicalities but rather on how I should approach setting my animation up.
Unlike most games were the characters idle and walk animation will just be a character moving in my game characters will be moving by jumping on various pogo sticks. How do I create an idle animation for my player model when the idle animation has to be tied to another model (one of the pogo sticks) furthermore, how do I deal with the fact that there are several different pogo sticks?
sorry if this is all a bit confusing, I would love to hop on a call with someone with experience in unity and blender and explain my problem.

woeful topaz
#

the transition to inventory close has a buttonpress trigger

#

yet it just immediately plays the animation regardless

#

i have it set to trigger

#

and the onclick event for the close button is set to make the trigger occur

#

yet it just plays the inventory pop out animation and then immediately closes

#

idk why

#

can yall help me out here this is boggling my brain

#

i dont understand

mellow hare
#

Hey everyone! I downloaded a unity character dummy asset which comes with prefabs. But I don't know how to animate it. If I look at the children I'm only seeing a few joints. Can someone tell me where I can animate a prefab like this? Any help will be greatly appreciated : )

hybrid tinsel
#

@woeful topazIs it playing the popout animation and then returning to the first frame of it, or is it actually changing state?

hybrid tinsel
woeful topaz
#

i feel so stupid

#

ButtonPress was enabled in the parameters by default

#

it was supposed to be set to false

hybrid tinsel
#

That would do it

woeful topaz
#

@hybrid tinsel do you know how i could set this animation event to make the gameobject setactive = false

#

nvm i got it working

golden ruin
#

How to disable root motion on some animations?

hybrid tinsel
#

Uncheck root motion in the animation inspector

golden ruin
#

I don't see that option

pure fiber
#

Hi guys. Ive downloaded humanoid character assets and some animation assets from the unity store. Idk how to apply the animation assets to the characters. Any tips or links on what tutorial I should follow? because idk where to start.

hybrid tinsel
#

@pure fiber I suggest starting with the unity manual; it won't tell you every step but it will give you a good idea of what to search for.

#

Specifically the sections on model importing, mecanim, and the animator.

hybrid tinsel
#

@golden ruinYou'll want the 'bake into pose' options for xz and y.

craggy beacon
#

Hello, i have rig builder that have many rigs in layers but all layers are inactive. Why rigbuilder affect my animations even when there is no layer active? animations are speeded up and sometimes (like every 3 seconds) break and for few frames it looks like every bone is twisted. When i disable rigbuilder in runtime everything looks fine

snow depot
#

oh wait

#

my bad

mellow hare
#

Hey everyone! I downloaded a unity character dummy asset which comes with prefabs. But I don't know how to animate it. If I look at the children I'm only seeing a few joints. Can someone tell me where I can animate a prefab like this? Any help will be greatly appreciated : )

hoary ibex
#

I've got a strange issue with the Animator. I'm animating a top-down character sprite to face up, left, right and down. Up, left and right work fine, but my character only looks down when the input is exactly (0, -1). Any other X and it looks left or right, any smaller Y and it looks up. Does anyone have an idea on how to fix it? I set all my animator vars at the same time using a normalized vector, but the issue is also present in the editor window.

naive mural
#

Hello,
I have two different models with identical rigs. I want to drive the second model with the first model's rig. Is this possible within unity, considering that they share identical rigs? Thanks for any help!

hybrid tinsel
#

@naive mural if they are mecanim humanoid rigs or the rigs are entirely identical, you should be able to share them.

naive mural
#

Thanks for the suggestion. My use-case was a little more specific, where I didn't want to have a rig per model, but rather drive multiple skinned mesh renderers with one rig. This script allowed me to do that:
https://forum.unity.com/threads/how-to-move-a-skinned-mesh-renderer-over-to-another-model.921854/

noble fog
#

how can I add an animation file to an animation controller

wheat kraken
#

I'm trying to animate a character crouching... I have muscle animation editor, but if I enable T for root transform animating, instead of T being relative to the object's transform, it overrides it entirely and the avatar snaps to 0,0,0 which is bad. Obviously I could then reposition the transform, but that would not allow me to play the animation at any location in the world. I tried to animate the hip bone instead to move it down, but Unity is refusing to record the transform of the hip bones.

wheat kraken
noble fog
#

I have loop time disabled, but my animation is still looping. Why?

#

it is directly connected to anystate with a condition: Jumping = true

wheat kraken
frail fern
#

Guys i need help

#

i made this gun with an animation and it uses a Trigger event to shoot but for some reason the gun has this like cooldown everytime the animation plays

#

How do i like override the animation to still trigger even if the animation is playing

frail fern
#

adjusting the exit time fixed it

clear orbit
frail fern
#

its fine tho the small delay is more realistic

mellow steppe
#

start with 2d game or 3d game

uncut salmon
#

Is that a question or statement. Not sure what it has to do with animations, but start with whatever you want.

silent mountain
#

I have a feeling I already know the answer to this question, but is it possible to make simple animations in Unity without creating an animation file, programmatically? Thinking about stuff like moving an object over the X axis by 200 over 2 seconds.

vestal karma
celest crag
#

Coroutines are great for that

#

You can easily setup animation with coroutines.

silent mountain
#

Thanks!

fast imp
#

hi im using a sprite sheet to create an animation in unity but for some reason the animation shakes while it is playing, would anyone happen to know why

stuck elm
wild matrix
#

What is the "secret" to making a "good" animation controller using animation clips from mixamo and assets?

#

Is it just blend trees and masking?

hybrid tinsel
#

Dunno if there's a secret, but I think that knowing what you need and planning it out rather than just throwing in some animations and connecting them probably helps a lot

wild matrix
#

I'm trying to figure out how I get from "I only know basic linking of animation controllers and kinda how a blend tree works" to what I said.

hybrid tinsel
#

I would absolutely not use a single large animation controller for that.

#

That sort of thing is what Timeline is for

wild matrix
timid palm
#

I'm trying to lock the arms to the handle. I've tried different IK and child of setups but can't seem to get it right. Would appreciate some pointers!

wild matrix
#

@hybrid tinsel Having looked at it thoroughly, it is totally what I was looking for, thx!

wild matrix
#

@hybrid tinsel When I throw clips on the Timeline the clips teleport my model to 0,0 regardless of the position of the character because root motion or something. Then when the next clip plays on the same timeline it teleports it back to 0,0 and then starts its own clip. What can I do about this?

hearty summit
#

Trying to apply Animation Rigging constraints to a procedurally animated model (VMC data stream). Where can I inject bone transforms such that the Animation Rigging system can modify them?

#

Currently using EVMC4U, which simply sets the transform positions and rotations for each synced bone individually. If done in Update it all gets wiped by Animation Rigging as if it never happed. Setting bone transforms in LateUpdate simply results in the constraints getting wiped instead.

timid palm
# hybrid tinsel In what software?

In blender, managed to solve it by shrinking my hand bone and setting an IK on it linked to the handle!
As you can see from the picture I'm ow having the issue of my knees bending backwards which I'm trying to solve currently so I'd appreciate some help there hehe.

hybrid tinsel
hearty summit
#

It's not quite right, though; as you can see, with the EVMC4U Receiver Skeleton in red and the left arm constraint disabled, they're still not quite lining up. The knees and elbows are bent in the target skeleton for some reason.

random epoch
#

its uploading

#

How can I interrupt the idle whenever I want? The animation has to finish until I can play the next one

fluid sage
#

hey im trying to figure out how to make stuff rotate but not follow the transform

#

i just want it where they wont be stuck to the transform and just rotate by themselves

agile solstice
hybrid tinsel
fluid sage
agile solstice
#

I can think of a workaround though
Using different rendering modes, a particle's pivot point can be altered

#

Which in effect makes all rotation orbital motion

fluid sage
#

huh

#

so thatll make it so it would do this anymore?

#

so itll do what its doing now

#

and not do what it does when it starts moving like here?

hybrid tinsel
wild matrix
# clear orbit

Omg thanks. I was ripping my hair out all night googling

clear orbit
#

I saw a video of it a few months ago and remembered the keywords.

ivory maple
#

I cant put these sprites into the animator, are they the wrong file type or something?

agile solstice
ivory maple
main mirage
#

how can I make an animation only play once and them have to wait for the animation to end to play it again?

hybrid tinsel
main mirage
hybrid tinsel
#

@main mirageSo you'll want to use 'Has Exit Time' so you can set when transition happens, and then whatever walking parameter you use to pick which it state it transitions to.

main mirage
hybrid tinsel
#

I'd suggest using a trigger rather than a boolean. Triggers get reset once used, so you can call them and it will be available next time you need it.

#

In my game I actually have my attacks on a separate layer on top of the moving.

#

But that's because my character can move while attacking

wheat kraken
#

I created a pose for a humanoid rig using Umotion Pro, but when I preview in the editor, the avatar moves from where I'd placed it to 0,0,0. It's in the correct pose otherwise. Does this have something to do with root motion? I tried checking those boxes in the animation, but I'm not getting any different results.

#

Hm, it would appear I had "apply root motion" checked on the animator component on the avatar and that was the cause of it moving to 0,0,0. I don't really understand why root motion should do this though. If I wanted my avatar to move along with the animation, I would want it to move as if its transform were 0,0,0 in the animation, What use would it be if all my animations could only play back avatars in a global coordinate system? I could never reposition them.

wild matrix
#

As I have my AnimatorForward script to send OnAnimationMove() to the parent GameObject transform, the Animator "Apply Root Motion" checkbox is "Handled by Script" but that makes it impossible to see what I'm doing when trying to work in the Timeline editor because now the root motion won't show up (unless I remove that script entirely, even disabling doesn't work). What should I do? Do I really need to remove the script every time I work on Timeline?

frosty condor
#

Anyone know is there a way to edit an animation that came with an fbx?

charred belfry
#

You can duplicate them which will make a new asset separate from the fbx

#

But really the proper answer is to just fix the FBX

frosty condor
#

Duplicate the dots from the animator tab? @charred belfry

#

Amd to where?

charred belfry
frosty condor
#

Okay imma try

#

Thanksz

#

Ok so can i put that copy into another asset?

#

Cause i just did that amd it wont play

#

And i already used an animation component

wheat kraken
# frosty condor Okay imma try

If you're trying to animate a humanoid you need to set the FBX import rig to humanoid before you duplicate the animation.

frosty condor
#

Ight thanksz

frosty condor
#

Um how do i animate different impoted objects canonically but also loop.

So like 1 objects does its animation then the second follows by playing its animation, and then another. After the last one finishes the animations loops from the first object .repeat

hybrid tinsel
frosty condor
#

Defferent objects?

clear orbit
# frosty condor Defferent objects?

You make their individual animations. Then in Timeline you place them on an animation track in the order you want. Timeline allows you to sequence animations

frosty condor
#

I kinda figured it out but thanks to yalllll

keen thicket
#

Hi, guys! Does anyone knows how to properly import shape key animations from Blender to Unity?

#

I managed to import some animations, but I can't move the object around the world

#

It's position is always at 0,0,0...

hybrid tinsel
# keen thicket It's position is always at 0,0,0...

If you want the animation to move the object, enable root motion. If you just want to move the animated object, put it as the child of an empty object and move that around.(animations are based on their parent's transform)

crimson bear
#

Hi there 🙂
We made this animation where our monster use its roots to hits players.
Now, we want to really target players so we probably need to do IK to put the end of the root on the targetted player.
Our monster is not config as Humanoid.
That why we want to know if there is a good package, that works with Generic rig, that could helps us to do this quickly?

crimson bear
hallow perch
wild matrix
#

Can anyone tell me how I can make my offset match here on Timeline? I've made it work before, but somehow this is busted??

keen thicket
random epoch
#

How do I make it so my blend tree is smoothed out and doesnt snap to each animation?

#

I tried the dampening values with time.deltatime and it just made it a very small value, and the animation would play around like .05

drowsy condor
#

Hey guys,
I have this chubby guy here...
But the problem is the arms affect the belly, what setting do I need to correct in order to reduce the arms pushing the belly polys inside?

#

Im working with 3ds max and unity 2020.3

shut axle
#

I am very new to animation layers (2d). I want to make an Idle animation and I've seperated the animator into 2 layers (1 being the entire body and the 2nd one being just the eyes so I can make them blink regardless). Do I have to make 2 different animations for that?

hybrid tinsel
#

@shut axle you don't have to, but if you are playing the same animation on both then why do you need two layers?

shut axle
#

If I had one layer, I'd have to redo the blinking as well. Therefore, when I get to the point of creating more animations I'll have to repeat the blinking which is something I want to avoid by using a second layer.

shut axle
#

Animations that are set on a different animation layer have a delayed execute. All transition times etc are the same. Any clue about what's up?.

hybrid tinsel
hybrid tinsel
clear orbit
#

Anyone know why when I export a mesh with armature from Blender to Unity, there is an extra bone ?

#

called Armeture

shrewd creek
#

Hello !
Do you know if I can preview animations from an FBX frame by frame and not time based ? I'm asking because unity interpolate between 2 frames in the preview, resulting in poses that were not created at all in blender.

#

Also, adding animation events is very clunky since I know the frame I want to add them, but the time in seconds

clear orbit
shrewd creek
#

I'm working with the import settings of the fbx

#

Can I do that here ?

clear orbit
#

not sure

#

I dont think you can edit the actual imported animation...you have to duplicate it. @shrewd creek

shrewd creek
#

That's very annoying

clear orbit
#

I think its so you cant do harm to your original animation

shrewd creek
#

Yeah but duplicating each anim one by one will be very ineficient and I also think some options won't be available from duplicated clips, like root motion

clear orbit
#

Would it strip root motion off?

shrewd creek
#

I don't know

#

I know we lose curves for example

clear orbit
#

oh. shame.

shrewd creek
#

Also, when adding anim event from imported clips, my event is always added with an offset compared to where I put my cursor :

#

This seems not very precise...

swift tide
#

Does anyone have any good resources for how you're meant to make animations with a rig with different items in their hand, like different guns with different animations?

#

If you export from say, blender?

shut axle
shut axle
agile solstice
hybrid tinsel
#

I dunno, @shut axle. What happens if you change the order of the layers?

rough palm
#

i cant remember which blender modifier makes the lines invisible...

old kayak
agile solstice
#

"shade smooth" it's called

onyx creek
#

I have the starter unity package. I replaced the robot model with a human one. Everything works but his frace is stretchy and doesnt seem to follow the armature

crimson bear
twin musk
#

hello]

#

ive been having an issue with my animation

#

ive got a wake up animation

#

and when it ends im unable to look left to right

#

this is the animation

twin musk
limpid shard
#

Anyone here worked with alembic clips and timeline ? How can I loop a alembic clip in timeline ? Also there is no blending of clips? Ping me if you know

random swift
tame basin
#

does anybody know how to make imported animations have the correct names (of the file)? Right now after import they all have the same name and I can't distinguish them in the animator T_T

limber seal
#

ummm... i have a scene that plays an animation when you enter and sets a timer to bring you to a new scene when you leave but the animation does notplay when entered from a different scene

twin musk
twin musk
#

@random swift

twin musk
#

thank you!

#

i enabled it its working fine now

tawny tangle
late mist
#

what is code to controll speed of animation from script
like if a object run backwards speed should be -1 otherwise 1

magic vapor
#

cant understand why my trigger is being toggled for so long, causing my animation to play twice, any ideas?

#

this is the code, simple enough

magic vapor
#

simple fix was using animator.ResetTrigger on input.getkeyup, for anyone having this issue

glass cove
#

Hello! Can someone point me out a good resource for monster / creatures animation references?

dense gulch
#

Guys

#

my animation is not working

#

ay

#

So, I was first time working with animations , I created the basic IDLE animation but when I use this code with parameters and everything correct on unity but the animation doesn't play what is the error here
code - https://hastebin.com/xeyajuwese.cpp

#

Its just going to the same T formed shape

#

as before

lilac axle
# dense gulch as before

Seems like it's a code issue after all. I guess you may be getting a NullReferenceExeption on line 12, as you're mixing up two ways of getting a reference to components. If you want to use GetComponent<Animator>(), then don't make anim public, and do anim = GetComponent<Animator>() instead.
If you want to keep anim public, then get rid of the line 12, and drag the Animator on the Inspector.

clear orbit
#

so it only happens once

#

should it be just GetKey

gentle shell
#

my animation no longer works once I gather the different parts of a model in a single gameObject to make it more readable (düzenlendi)

why's that? should I make some pathing config for that

my hierarchy looks like this;

gameObjectWithAnimatorComponent -> modelAsset, modelAsset2 (WORKS)

gameObjectWithAnimatorComponent -> emptyGameObject -> modelAsset, modelAsset2 (DOES NOT WORK)

warm venture
#

what is a good art software I can use? I want to make my art similar to undertale and shovel knight, atleast for my first few games.

warm venture
old kayak
#

Free if you build it yourself

warm venture
#

ight thanks

#

I'll look at it

swift tide
#

How do I go about exporting blender animations of say, a rig using a rigged gun?

#

Do I export the rig as its own fbx and the gun as its own fbx too?

icy spear
#

I am not sure if this is the right place to ask, but I am working 2d animation skeleton rigging. I am trying to change the bones by script in LateUpdate, but the mesh isn't updating with the bones, is there a way to force update the animation? Or am I doing it wrong entirely?

hybrid tinsel
#

You can just edit the paths in the .anim file(it is a text file)

#

You can also use f2 to edit the path in the animation window but that can be tedious compared to doing a search/replace on all of them

hybrid tinsel
icy spear
#

Oh, might be a unity error then, I will try restarting the engine and see if it works after

hybrid tinsel
#

Are you limiting framerate in some way?

#

I noticed that framerate affecting stuff can break 2d animation

dense gulch
#

Still njot working

#

Its not playing the animation needed

#

A lot of issues

#

I have to fix one by one later on this animation

wild matrix
#

How do I get to this window in Unity 2020?

charred belfry
#

It appears like you're looking at ED Film's recorder docs. I believe they have it on their website

wild matrix
charred belfry
#

The download link is in the description

wild matrix
#

omg I didn't even think it was a custom thing until you told me

hybrid tinsel
wild matrix
rocky quail
#

Hi, I am animating eye blink using sprite library asset. The problem is if I sprite swap to another category, the animation no longer works.

How can I fix this, or what's the correct way to do this?

hybrid tinsel
hybrid tinsel
dense gulch
#

Ohk

dense gulch
#

and sometimes its walking its going far

#

than its cam

rocky quail
hybrid tinsel
#

Well, you can write your own script to keyframe based on labels instead of hashes I suppose.

rocky quail
#

Oh man, I got sync with some attacking animation

#

Ah maybe since head has no deformation, I can just do a normal UV sprite animation and parent it to the head.

hybrid tinsel
#

You can definitely do that too

#

That's actually what I do in my game, since I made the main character before they added spriteresolver

rocky quail
#

Ok so basically avoid animation on the sprite resolver

dense gulch
#

Guys

#

I need a little help ->
I made my walk animation work but there are 2 problems

  1. When the anim vid ends of walk the players stops as the first pose of the anim position
  2. The player is moving far than the camera while walking the animation is being played
#

i THINK USING while loop else If would work

#

better

#

NAH

#

its not working

#

pls help fast

#

OH

#

it was simple :). I fixed it

hybrid tinsel
lost wind
rocky quail
hybrid tinsel
#

Works is a relative term. >.<

wild matrix
#

I'm sorry guys, I've been trying different solutions and have not hit the solution I need so I'm running around asking everywhere. I have a bunch of canned animations from mixamo and the asset store for pistol-wielding enemies, and would like to combine some of the animations to make "on-rails shooter / light-gun game (house of the dead / time crisis)" enemies that pop out of cover and take a shot at the player, except my game isn't strictly a light-gun / on-rails shooter and my Main Camera (main character) will actually move so strictly canned animations from Timeline wouldn't work. Plus I'd have to use Animation Rigging / Layers / Masking to make the enemy point their guns at the player when firing. Also, when an enemy gets shot or his "cover position" from the canned animation is no longer valid they will have basic AI to navigate them out of it (so I guess I can just disable the Playable Director for that object). Is this really the cleanest way to do it? How would you approach this?

reef barn
#

Is it just me? Or does it seem like if I punch the enemy over and over, his reactions get delayed. Can anyone see anything obvious from this video clip about why that might be happening?

hybrid tinsel
rocky quail
#

any idea why I can't animate material's uv on a canvas image?

foggy trellis
#

Does anyone know a good tutorial for a whole fps player character with body arms etc, i wonder how they do it in unity, i can figure out ways myself. But i want to do it right:)

clear orbit
foggy trellis
golden ruin
#

What is the difference between Up node and Exit node in animator?

jagged ruin
#

@golden ruin i believe it means.. 'exit frame' not exit current state machine

wild matrix
#

So I have animations in mecanim, for instance. Is there any way to "test" them and see what it will all look like without hitting "Play" on the whole project?

#

Just as a workflow thing I want to know

golden ruin
#

Any State means that transition will work from any state?

hybrid tinsel
#

@wild matrixOnly individual animation transitions, I believe.

#

@golden ruinYes. Use them with caution.

wild matrix
#

On Timeline it was so easy, I could just scrub the header

#

hell there was even a play button

hybrid tinsel
#

In the inspector for the transition

wild matrix
#

OH, thanks!

golden ruin
hybrid tinsel
#

I believe the former, but not certain about that.

#

Easy to test though

manic hazel
#

how do I make a transition happen from one state to another when the state has either hit the exit time or has a certain parameter value. I'm in unity 2019 and all conditions in the transition are evaluated as AND but I need an OR evaluation. how can I do this?

hybrid tinsel
#

@manic hazel make two transitions

#

One with the condition and one with exit time

#

You can have as many variant transitions between two states as you want

manic hazel
# hybrid tinsel

thank you! I noticed I was able to make a transition on top of an existing one but I didn't know how to edit them or if there even was two and they didn't just merge. your image really helped clarify things. again thanks a lot

hybrid tinsel
#

And the three arrows means there are multiple transitions, if that wasn't clean

manic hazel
#

yea. I mean I thought it meant something like there was more than one transition but because there was three arrows instead of two and combined with the fact that I didn't know how to access them it generally just made me confused

wild matrix
#

My preview isn't scrubbing, how do I fix this? This ain't normal, right?

hybrid tinsel
#

That isn't a playhead, it sets the start and end of the clip.

wild matrix
#

Works when he does it

hybrid tinsel
wild matrix
#

Thank you

#

It is, unfortunately, somehow a bug/botched functionality, as you can see it is in the official tutorial

hybrid tinsel
#

That tutorial is from unity 4.0, ten years ago

#

Though unless your animation has a lot of keyframes or something you should still be able to get decent scrubbing with the start/end markers

wild matrix
#

It's "flipping" back when I click on the start header

#

and the preview window is locking on the start frame

#

It's a bug introduced sometime after Unity 4.0

#

Or "undesired functionality"

hybrid tinsel
#

The start header will snap to the start, yes?

wild matrix
#

Yeah, and it just won't scrub

#

Like it will move

hybrid tinsel
#

I mean, it does for me

wild matrix
#

You saw it it's in the gif

#

oh

#

2020.2.3f1

#

Should I update?

#

I mean, the method you showed me works fine

#

And I can scrub and then just enter the start / end value of the frame, sure

#

But just saying, my start/end header drag scrubbing is busted. I can update to see, though.

hybrid tinsel
wild matrix
#

What version are you on?

hybrid tinsel
#

2021.1

wild matrix
#

I guess I should update

hybrid tinsel
#

Well, it might be something you broke in your project

wild matrix
#

Well, it's a 9 year old project

#

From Unity 4.0

#

lol

#

I'm literally trying to follow the tutorial. And honestly it's teaching me so many little details

#

I don't know why I didn't watch it earlier

#

I guess I was afraid of the whole "It's from Unity 4.0 and it's an hr long"

hybrid tinsel
#

Well, on the one hand old tutorials are weirdly broken. On the other hand sometimes you'll learn things that Unity's documentation completely leaves out.

wild matrix
#

But yeah if I had just gone through this tutorial hands on, I would feel so differently about all the things I've asked you guys

#

I honestly hate myself for skipping past this tutorial, lol

manic hazel
#

quick question. I have an animation that doesn't seem to begin before 5 seconds in so I want to move it so it starts 5 seconds in but the animation is very big and not easy to edit so is there a simpler way to delete the first 5 seconds of the animation?

hybrid tinsel
manic hazel
#

I don't see it in the inspector when I click on the animation clip. am I looking in the wrong place?

hybrid tinsel
#

You need to click on the file containing the animation.

#

and then look under the animation tab of that inspector

manic hazel
#

what do you mean with the file that contains the animation? the animation controller?

#

I think I found an alternative fix. I tried setting the transition offset and it seems to work fine

hybrid tinsel
#

usually it would be the fbx file

rough palm
#

So I'm not really sure where this request would go, but I was hoping to find someone familiar with creating models that could be used in character creation, the thing with this one is that characters can reach excessive proportions and some proportions may only effect one part such as an arm or hand.
Or they may have scales or thorns on them. So I was wanting to know if anyone could help me with that.

hybrid tinsel
#

@rough palm well, not THIS place.

barren hedge
#

Hi, I've bought a rig+model+animations asset from the store that I'm using to prototype, and I'd like to add some animations to it. What would be the best way to do that ? Import in blender, add anims, then reexport everything ? Or is there an easier way (and less risky cause I think FBX imports don't go necessarily very well in Blender). Thanks 🙂

foggy trellis
dense gulch
#

I need a little help

#

about my ppunch animation so

#

So, my punch anim is working on mouse click but its making me hold mouse btn for seconds

#

I want it to happen in just 1 click what to do in this case?

onyx creek
#

I have a problem with my animation rigging. After building the rig and assigning a source target to follow for simple head movement -s tarting the game causes the character to float 20 feet in the air and glitch out. Removing the source target for the multi-aim constraint removes the problem. Not sure why

dense gulch
#

hey hey hey

#

I really ned some guidew on animation

#

pls hel

#

p

manic hazel
#

does anyone know if it's possible to rotate an animation? I've noticed my character looks too much to the left instead of straight ahead in a few animations and I'd like to correct that but I think changing the individual keyframes would be too much of a mess

onyx creek
manic hazel
#

but I want to modify the animation clip itself. not modify it when it's being used. so I don't think it's exactly the same thing?

hollow island
#

Hi, I am having some trouble making my animation rig work. I want to make a system where:

  • My right hand is moving through animation
  • My weapon is set as child (with some pivot parent(s)) of my right hand, and as such, following its animation
  • My left hand is rigged to follow the weapon at a designated place (like the body for a rifle)
    Has anyone been able to do something like this, if it is actually possible ?
onyx creek
#

My animation rigging is broken, I could use some assistance

#

adding a two bone ik constraint causes the rig to teleport 20 feet in the air while the mesh doesnt follow

warm venture
#

how much would a 16x16 and 8x8 2d Sprite cost?

clear orbit
rocky arrow
#

how do you import mesh and animations from unity to blender without the rig and mesh being mis aligned

misty granite
#

Anyone know what you call, and how you make, this kinda transition that comes from the canvas instead of a state?

native loom
#

Hello, is there anyway to move only that button without touching the other one ?

charred belfry
#

Right click on the keyframe, and select broken tangents

native loom
#

thank you

charred belfry
dense gulch
#

Guys

#

I need some help with animation

#

I made a punch animation added it to scene but it makes me hold my mouse to complete the animation

#

how to make it just 1 tap?

dense gulch
#

oh

#

Ok I got to go i'll take help later

vivid surge
#

Are you using GetKeyDown?

dense gulch
#

no

#

GetKey

#

Input.GetMouseButton(0)

#

but

#

It makes me hold my mouse for 2 seconds

#

I don't want it to

#

I need to fix it cauz its ruining some things in the game

#

and If I just click the mouse it only palys some of the anim

#

so what to do?

manic hazel
#

okay so I want to use a sub state machine to organize my animations and I want to use the entry/exit nodes in the state machine to make it easier to transition to and from the state machine. my issue is that the entry node has made a default connection to a node in the state machine and I don't know how to delete or change that default transition

dense gulch
#

how can I fix that?

clear orbit
hallow perch
manic hazel
#

but what if there's a lot of keyframes?

#

I'd be quite a lot to go through and change all keyframes individually

hallow perch
# dense gulch no

Can you show me a pic of your animation in your controller? It could just be the way you've set up your animation. Also a pic of your controller state transitions settings

hallow perch
oak atlas
#

Hey there, I would like to ask a question about retargeting of the humanoid characters

#

I have some animations which I got from the asset store and I have been testing with a couple of different humanoid characters to confirm the issue.

#

Then animation that I have does look ok with the asset publisher's own rig/model

#

But when I try to use it with a different character, hands go into weird places

#

here is an example with the profactor's animset:

#

their own character looks good (this is pistol holding anim)

#

when I try to use it with a different humanoid character hands get offsetted and went inside the head

#

I have been solving this with IK so far, but IK falls short when there is movement, like a reload animation, since hands and their effector points needs to move throughout the animation

#

I believe this issue is occurring because of the bone lengths (maybe arms are a bit longer in one character then the other etc)

#

But well, this happens with pretty much all animsets and all characters whenever I try it

#

So I wonder is there a better solution for this problem then manually IK-ing everything?

onyx creek
hallow perch
#

Retargeting for simple animations like walk cycles etc is fine, but for more advanced animations like a reload I think you will always need to manually adjust to fit your character.

clear orbit
onyx creek
clear orbit
#

yeah.

hallow perch
oak atlas
#

It looks like there are very small bone rotation differences on different characters

oak atlas
#

so they are not totally straight in T pose

oak atlas
#

It seems like following a similar path helped on my end, at least a bit. Now hands are connected better and not inside the head

#

I guess doing very small tweaks are needed to make the output anim look perfect

#

But I feel more comfortable now

#

I wish I knew this before my last project, I could have saved like 100 hours or so 😄

#

I mean I watched this video before but I didn't realize little tweaks would make any difference and I guess I only cared about character's limb rotations but not the green bone gizmos' rotations

hallow perch
#

Oh and yeah I could have saved fricken hours if I'd known about this haha

oak atlas
hallow perch
#

This will be super helpful! The hours I've spent trying to fix some animations is soul destroying

drowsy condor
#

Hey guys how can I import Blender Animations(not character) but buildings into Unity
lets say I have a castle and I want it to crumble after a certain point

dense gulch
#

sure

#

@hallow perch

#

Here is my cntrler

#

& my code is here

#

oh ican' post

#

if (Input.GetMouseButton(0))
{
anim.SetBool("isPunching",true);
}

#

and my loop time + loop pose is ticked

#

But it makes me hold my mouse to the animation

#

To be executed

hallow perch
# dense gulch

Thats looks okay - Can you show me inspector when you click on the transition line with 3 arrows from Entry to Mixamo.com - Looks like you have multiple transitions set up - hence the three arrows?

proper mountain
#

Hey does anyone know how to help me ?

#

I imported a model from blender and make a new rig for it but it doesn't work properly

#

Arms aren't supposed to move like that

#

Cant i just delete that bone of something ?

remote lily
#

you made a new rig for it in blender?

remote lily
graceful dome
#

I am having a lot of trouble with aiming a weapon using animation rigging

oblique oracle
#

how would i go about animating a 2d model that has it’s animations split? like in one png it has it’s idle animation frames side by side, in another it’s walk frames, etc.

hallow perch
#

it will help

dense gulch
#

YA wait let me open unity

hallow perch
#

I'm assuming the mixamo state is your punch animation?

dense gulch
#

no my punch anim's state is called "punch"

#

AND wait im sending u inspector picture

hallow perch
dense gulch
#

haha

#

here is the transition value from idle -> punch

hallow perch
#

can you show me the transition from Entry to Mixamo?

dense gulch
#

OK

#

Entry -> Mixamo_com (idle)

hallow perch
#

what version of unity are you using? Can you pack me this up into a prefab and send me via DM?

#

so hard to help with thi stuff when its not in front of you, but from what I can see it looks fine?

dense gulch
#

what do u mean bout pack this up into a prefab?

hallow perch
#

make me a package

dense gulch
#

U mean u want the animations right?

#

oh package of this total thing?

#

ok wait let me make

hallow perch
#

no no, make aprefab with your character and then in folder right click and export package

dense gulch
#

im sending u the everything in a project as package

hallow perch
#

just your character will be fine, it should export animation controller and everything needed included your script

dense gulch
#

OKK

#

ook

hallow perch
#

If youre new to Unity animation I highly recommend this youtube channel. He has some awesome tutorials on how to set up stuff like this. https://www.youtube.com/channel/UC9uqO0ei_zOHotEWfEj72mw

dense gulch
#

yes

hallow perch
#

including code

dense gulch
#

oh

#

SO u need my anim controller , + codes?

hallow perch
#

might be worth checking out his videos first.

#

If you export correctly it should include your character, animations, animation controller, player script.

dense gulch
#

ohk

hallow perch
#

I also need to know what version of unity youre using

dense gulch
#

2019.1.Of2

#

ok its exporting

#

package

hallow perch
#

okay just installing, 2019.1.0

dense gulch
#

ok

#

ok

#

iits taking a lot of time to export total

#

dude its 1.22 GB

#

how can I send it on discord

hallow perch
#

sounds like youve exported everything 🤦‍♂️

dense gulch
#

ya

#

...

#

Im dumb

#

Should I only export the animation folder?

hallow perch
#

Do you know how to prefab?

dense gulch
#

no

hallow perch
#

Then I highly recommend you watch the tutorial series I just sent you, seriously it will help you a lot better than I can over discord.

dense gulch
#

Okay

#

YA YA i got it it

#

I'll watch those vids

hallow perch
#

Just watch his tutorial series from the beginning. They are in order so start from the oldest first. i promise you wont be disappointed. Good luck

left iris
#

May I ask, is it ok if my animation frames have different pixel size? Like, 50x50 for idle and 50x70 for attack for example

hallow perch
left iris
hallow perch
#

hope this helps

left iris
#

okay, thank you! 🙂 then same size, I see)

knotty python
#

Hi guys i have a problem with an sprite animation.

I use:

  • An Image in a 2D Canvas.
  • Atlas exported from TexturedPacker each sprite have a different size and different pivot point (done by MaxRects Algorithm)

Every time i try to play the animation i see how the render of the image seems to be narrowed or contracted.

There is anyway to keep using MaxRects algorithm that will optimize the atlas and use this sprites in a canvas?

hybrid tinsel
#

@left iris there is no need to have frames be the same size, though it does make it easier to keep the pivot in the same place when that is the case .

knotty python
#

If in the animator i have 20 animation, but there is a random that will display one animation by each scene is better to have all the animation in one controller or have 20 controller for each animation?

#

I mean i dont want to load atlas that i wont use later.

untold hull
#

Which pixel ratio should I be using for Stardew Valley and Pokemon Ruby/sapphire game?

hybrid tinsel
#

@twin musk probably gonna need more details to debug that sort of thing

hybrid tinsel
#

@untold hullStardew Valley used 16x16 tiles but the actual screen size depends on your zoom

untold hull
#

@hybrid tinsel Ty!

pine badge
#

Hi all so im kinda stumped on something common
Equipping a skinned mesh equipment part to a human rig with different bone hierarchy. Possible?

lucid mica
#

my animator doesn't ignore the timeScale though the update mode is UnscaledTime ... how can i fix that ?

pallid plover
#

There are Tons of videos on how to export an animation from blender to unity, but there’s isn’t not one tutorial that “shows” how to export an animation From Unity TO blender. Why is that?

modern cargo
#

im having this import problem where the upper leg joints (named hip_joint) are mis matching in the humanoid rig configuration
i had the same problem with the feet, where i simply remapped the incorrect joints in configure and got rid of the error
but for this one, the joint is correct, but i still have the error?

the animations look fine though, so maybe it doesnt matter?

edit: nvm, some animations dont look as theyre supposed to when taking a closer look...

digital birch
#

Hey, so i have a script that toggles when my anim should play, and a whole animator setup on the armature. the boolean gets triggered and the aniamtor says the anim plays with the blue bar, but in the game it doesnt play. any thoughts?

digital birch
#

in the animation preview it lpays fine too

hallow perch
hybrid tinsel
#

It has a few half complete ones available in various packages

honest oasis
#

Hey got a animator related question, how can you combine targeting and shooting animation? For instance I have a boss that's got an animation to take Aim position and then I want to make the same boss play the shoot animation, while keeping the same position that was the end of the previous aim animation. Assume the boss is a box, how could you achieve that?

hybrid tinsel
honest oasis
hybrid tinsel
#

Not sure what you mean(or what that has to do with animation for that matter)

untold hull
#

@hybrid tinsel sorry, will post in terrain, probbaly better suited.

#

And rephrase it

prime cosmos
#

Hi All, Is there a way in the animation window to loop up to a certain frame? I have an idle animation and It would help if I could end the loop at frame 10.

idle temple
#

I have a very noob problem... Why is my animation not working when I do the same thing I did before?

I just select all of the frames of my animation and drag them together to the Hierarchy zone. It asks me to save my new animation, which I do... But then instead of making my animation appear in the center of my game it just creates a new instance of my animation's first frame?!

I'm working in 2d and I followed these instructions https://riptutorial.com/unity3d/example/20115/2d-sprite-animation

Am I doing something wrong? I feel like I'm doing the same thing that worked before...

Learn unity3d - 2D Sprite Animation

viral plume
#

when ever i try to reload the reload animation dosnt play fully

#

if you can help me just @viral plume

foggy rune
#

I have an animation with a sprite and it seems that a specific part of my animation moves my object along the Z axis, why and how can I fix it?

thick onyx
#

Alright, I don’t know what details to add here, but my rigs left leg deforms the beginning of the right arm, it doesn’t do this in blender. I’m using a generic rig because I don’t have all humanoid bones.

#

@thick onyx if you can help.

foggy rune
golden ruin
#

How can I make a humanoid do another humanoid's movement? I have animations for one but not for the other. In details pls

honest oasis
#

hey getting weird animation after exporting to Unity, can't figure out what's off

#

Here's the Unity version

#

Could someone give if a hint if perhaps there's something obvious that I could've missed? Side bones are not parented to each other, they share the same center, using Bake animation for exporting to FBX
UPDATE: Apparently unity will always assign a root bone even if you didn't in blender, that being the first bone it find and it will assign all unassigned vertices to it

cunning kraken
#

hi people, im trying to make a animation of my floor moving, but it turn slow in the middle of animation

#

how can i resolve this?

fair ore
#

Hello, I'm working on 2D game.

But, a animation of MINE just wont work.
(i copied it from a tortuial)

The code


public class Health : MonoBehaviour
{
    [SerializeField] private float startingHealth;
    public float currentHealth { get; private set; }
    private Animator anim;
    private bool dead;

    private void Awake()
    {
        currentHealth = startingHealth;
        anim = GetComponent<Animator>();
    }
    public void TakeDamage(float _damage)
    {
        currentHealth = Mathf.Clamp(currentHealth - _damage, 0, startingHealth);

        if (currentHealth > 0)
        {
            anim.SetTrigger("hurt");
            //iframes
        }
        else
        {
            if (!dead)
            {
                anim.SetTrigger("death");
                GetComponent<move>().enabled = false;
                dead = true;
            }
        }
    }
    public void AddHealth(float _value)
    {
        currentHealth = Mathf.Clamp(currentHealth + _value, 0, startingHealth);
    }
}```
(every other animation works fine but the death animation)
#

Wait

#

Mightve gotten the problem fixed

gentle wind
#

This is a silly question but, how can I disable blending in a blend tree? 😆

#

for example I have directional input (x1 / x-1, y1 / -1 ) that works fine for 4 directions:

#

but for 8 total, 1 for each corner it's trying to blend between for example left forward and forward..

#

So I'd like forward to only play forward if it's not 1, and only left forward if forward and left are held.. does that make sense?

#

I've tried using both 2D Simple Directional , 2D Freeform Cartesian and 2D Freeform Directional

spark wadi
#

hey guys is this a rigging problem?

quasi abyss
#

Hi guys.
Im having problem with unity animation rigging, how to override foot placement on the ground while preserving original animation movement?
Does anyone have any suggestion for this?

weak folio
#

i need help with my animation

#

i keep running the idle when i have jump triggered

quasi abyss
#

Need to see the transition setting from idle to jump

gentle wind
#

Click on the white arrow going from Idle to Jump

#

@quasi abyss

quasi abyss
#

@gentle wind i try to help @weak folio . But need to see his transition settings

gentle wind
#

Oh thats my bad chief!

solemn blade
#

Hey all, question about the Humanoid animation type. I have a set of animated angel characters, with different proportions (male/ female), so my hope was to share the animations and keep it Humanoid. But are any attachments to the humanoid layout not animate-able? In the example picture, the human parts are animating correctly, but the wings and sword are not (the sword is animated to have been thrown to the ground). Is there any way to make the Humanoid work with extras? Or do extras, even an item bone for a sword, mean that Generic has to be used?

gentle wind
#

so my hope was to share the animations and keep it Humanoid. I have always worked strictly humanoid in their purest sense so I don't know much about odd bones behaving well when transferred to a new host.. I'm sure someone around here knows better

solemn blade
#

I'm afraid I cannot use IK or overrides (if I understood your explanation correctly), I need it to play a singular animation on the whole thing together. In my picture you can see her sword is up to her face, but in my animation the sword is animated to be stuck in the ground while she casts. Unity just seems to drop animation parts that are not humanoid, so adding an override likely wouldn't overcome that issue

solemn blade
gentle wind
#

I think for your needs you will want an IK rig. Unity has one in the package manager, don't know much about it I have "Final IK" which has been received very well on the store. Eitherway, check this out if you haven't already:
https://www.youtube.com/watch?v=KLjTU0yKS00

GDC

In this 2016 GDC talk, Ubisoft's Alexander Bereznyak breaks down the basics of IK Rig technology for animators, and explains how it can be used for everything from video games to feature films.

Register for GDC: http://ubm.io/2gk5KTU

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Officia...

▶ Play video
solemn blade
#

the mask transform actually seems to have been it!

gentle wind
#

Oh awesome

#

glad you got it working 😄

solemn blade
#

I enabled all the bones in the mask transform, and there she goes

gentle wind
#

I have not actually seen anything about transform mask, will need to check it out.

solemn blade
#

for anyone else wondering, basically I enabled the mask definition to be Create From This Model, and set all the non-humanoid bones to be checked, and that seems to tell Unity not to delete that part of the imported animation

gentle wind
#

Had no idea that was possible, very cool

solemn blade
#

I'll check out the IK video anyway, could be useful for a different character as I have a lot of different kinds of rigs 😄