#🏃┃animation
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You can't make it actually infinite, though you could fake it- the usual way would be to just move it with the camera on the x and z axis.
Yep that’s intended for it haha
Honestly animaion is a weak spot for me so maybe not, I can’t even do my own animaions properly lmao
Because yeah as you see in the video, I’m still having issues with that bug and I still haven’t figured out how to solve it
I was thinking if you can tell me how I can do that movement oof the camera
Ah i just moved and rotated the player and then made it if I press Q i tilt left and if i press E i tilt right
Do you guys use blender for basic animations like walk animation? Or simply do it in unity?
Because my blender doesn't work, I gotta make animation in unity but I never made 3D animations before
hey guys
I have a meele combo attack on my Ogre
but the problem is that the transform pivot is not moved
so when I loop the attack it teleports the Ogre a meter back to the start point
how do I resolve this?
end of animation the second pic
Import > create from this model > root bone > hips
solved it 🙂
@wooden granite as far as I know you can only do basic stuff in unity directly
you need to import from a proper software like blender animations
Can someone help me with this?
how can i make my player punch according to the camera direction?
the animation only punches forward
My blender animations are not appearing in unity. I'm using unity 2021.2.0f1 and blender 2.93
Nvm, solved it, realised i hadn't exported it, just moved the file
i have some specific transitions that need to line up with another piece, and each keyframe is in exactly the right spot to make it match, yet when actually playing, everything gets overshot by a noticeable amount
it doesn't even get close to actually matching the keyframes that i put in
going frame by frame, every single spot matches up, but when played the animation is far too fast.
any idea on how to fix it?
Can you send a picture of the Animation in the Animation Tab? (snipping tool works)
with only a few, it didn't line up, with all of them there, it doesn't line up either
Oof, I'm not sure what the problem could be, I'm not very good with animation myself sooooo
yeah, most of what i found said to turn off resample curves, but that doesn't seem like it's an option since this isn't an imported animation, just something i made to shuffle some objects around over time
it's supposed to look like this at this point, with the screen wipe continuing across consistently the whole time to line up with the video
but while playing, on this same frame, it looks a bit more like this
the actual bad apple part is on the exact same frame, yet the keyframe for the transform somehow got missed by a long shot
Does anyone know how to make transitions between States in an Animator? I'm trying to find out how but it's just so frustrating
FINALLY I THINK I GOT IT
making an attempt at using the curves to fix the transitions
hey so I have an animation and it's got a lot of keyframes but it's just a .anim file so it's not included in the FBX so I can't reduce the keyframes using the Animation tab in the FBX. so how can I reduce the keyframes in the animation? it's to reduce the file size of the animation clip
I do all my animations directly in unity.
What sort of interpolation are you using? And does the sampling rate match the video framerate?
I haven't adjusted the interpolation at all, and as far as I'm aware the sampling also matches the fps of the video
'yep blender is nice to do this
Could someone explain how I could fix this root motion over-rotation problem? My rotation transition values is greater than 10 magnitude.
Do you animate rotations?
Because if I change the position moved away from the parent body part
hey everyone, hope youre havin a wonderful weekend. Im curious as to what is the standard when it comes to clothes simulation with characters
Currently struggling to make my models and its correspondin clothes work well in a non-static way (clothes physics). I especifically created the models and clothes models in Marvelous Designer, in case anyones experience relates to it.
timeline question: what's the right way to blend gameplay root transform with timeline animation transform?
I currently have "transform.eulerAngles = ...;" in my Update(), and the following in my timeline:
what I want to happen is have the value set in Update() take effect when there's no clip, the value in the timeline take effect during the clip, and blend between the two during the ease in / easy out portion... what's currently happening is that the value set in Update() gets ignored
hey. this NormalizedTime is supposed to be there, right ?
image is from https://answers.unity.com/questions/1002400/how-do-i-set-the-time-of-an-animation-playing-in-t.html
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well, mine doesnt have it!
Motion TIme is replaced ... wtf!
@floral pulsarYeah, as mentioned in that same unity answer, motion time is what they renamed that to
I believe they renamed it because while it remaps the duration of the clip to a 0-1 value, it accepts values outside of 0-1(to represent looping)
So the value itself isn't normalized.
Hi everyone, new to this channel, very little experience on unity I want to really learn as much as I can.
I'm currently practicing with my own project, and practicing animations, but I'm having some minor issues with blend tree's where, the radio button of the variable is not changing the value of the real variable which modifies the animation, I can steel work with that issue, but it will make my work much easier to have the radio button and variable linked, does anyone now why that might be happening.
Thank you very much in advance!!!
hi i have a problem, i tried to code the animation of movement for my character idle and walk forward works, but left walk, right walk and backward walk makes a bug (sorry for the wrong english)
im early learning how to make games
i used mixamo for the avatar and the animation
that's the animator controller
normally the VelocityX is set to 0
why the hell does my animation starts again after reenabling its parent in hierarchy?
exiting time?
i dont know i started early to coding
i had the same problem and i resolved like this
can u check my problem please
that is very common bug with mixamo animations
you need to assign avatar to the animations
check youtube guides
thanks
another question the codes for the animation i found doesn't work really well do u know a video to make my animation for a third person shooter?
Hello, i cant rig a humanoid avatar?
Animation rigging is not blending with idle animation 😦
Hello everyone. I'm currently setting up a top down 4 direction movement/attack animator for a skeletal rig. At the moment I'm a little frustrated with the transitions and blending I'm able to do with the Animator (not sure if it's my lack of knowledge or the lack of feature in the Unity Animator). I'm curious if anyone knows of an asset that handles animation transitions and blending better that then Unity Animator. Any recommendations would be greatly appreciated.
My animation plays twice for some reason
It transitions into the default animation, so it shouldn't loop at all
hey guys need help, I am importing an asset from blender with animations, I can see the animations in the mesh data in the inspector but after I assign it a animator controller and I see its animations it says that all the bone parts are missing
what gives?
ok I fixed the problem in the non linear animation tab in blender, this is really confusing
nope it just apears out of no were
the parts just get missing out of no were
ok I guess I have to keep the animator component in the parent transform
@vapid garden you can only move the humanoid bones with a humanoid animation. You're getting the error because you are using a generic clip on a humanoid.
anyone know why my animations play perfectly fine in the animation and animator tabs but the sprite just slides in play mode?
@rough quartz animation clips use the relative path to find the objects; you need to preserve the hierarchy by putting the animator on the parent or it breaks like that.
@latent stirrup are you constantly restarting the animation by transitioning to it every frame?
im not sure im new at this, but it was working before i added new directional animations
i get this error going into play mode
Without more info it is hard to specifically debug, but that is what I'd check for.
how do i check for that?
it is not a clip but Unity Animation Riging Package
@latent stirrup in the animator graph.
So Animation Rigging is not blending with Animations Idle
I'm probably misunderstanding something about how the animator works, but I have a "pulsing" animation that is meant to play every 0.5 seconds. I am triggering it at the same time as a sound effect which is working correctly, yet the animation triggers only every other time. I've tried making the speed faster/slower and it consistently only ever fires every other time.
How if your state machine set up? Is every other trigger coming while the animator is in a state with no transition that responds to it?
Some basic movement animations 🏃♂️ . What do you think?
Wanted to update with what I believe is the solution in case anyone else runs into this. I was downloading the FBX files from Mixamo with just the rig. Changing to downloading with the skin made the animation behave. No idea why but something easy to try if anyone else runs into this
how do i play an animation from a certain time?
You can set the time through:
https://docs.unity3d.com/ScriptReference/Animator.Play.html
thanks
i'm in the process of building a generic kinematic character controller for myself to use in prototyping player & AI characters (i.e. 3rd person). Now I want to add some generic animations to it for all sorts of features (traversal, combat, interactions, ...). This will probably happen with a custom animation player or animancer. What I'd like to know is this: Exactly what should I be looking for in readymade animations(packs) that I need to blend well together without requiring extensive logic just to play the right variation of the same animation (i.e. left/right foot stop). I would also like to to have my animation system be modular (e.g. locomotion separate from lower body, arms separate from body etc.). So far i've only looked at mixamo animations with yet unsatisfactory results (they always seem to be in some way incomplete). The character will not use root motion. Any tips on pitfalls and caveats that are non-obvious to a programmer would be very much appreciated. My goal is productivity with acceptable aesthetics (i.e. fun but not perfect).
@hybrid tinsel
Would you have a time to help me find a cause of my problem? 🙂
I think you have to find the animations you are using in the project browser and change thier Animation Type to Humanoid
I have a question, how could I move an animation like this from a .blend file. I can't move it from the file to say a folder for animations nor can I use it for scripts.
Duplicate the asset and use that and move it.
Thanks alot, that worked.
I got basic animations here. I dont think i can change it to Humanoid, they seems to be Humanoid, i just sreams my IK animation rigging isnt humanoid.
hi how i can add a walk stopping animation with a blend tree?
I cant even rotate bone manualy in Scene during Play. Animation is just overring it. And i updating animations in Update not Late Update
is it possible to delay start of animation without any scripting?
(i must do everything without scripts in this project)
What about bolt?
Its unity’s visual scripting thing #763499475641172029
unfortunately the game im modding doesnt have packages of bolt
modding is done by loading assetbundles, and since you cant put scripts in assetbundles i cant use any scripts
Interesting
Umm probably a bad solution but maybe make a long line of empty states
Maybe someone else could think of a better solution but I don’t really know of a way without scripting
im ok with every solution, thanks. how much seconds an empty state is? im new to the animation stuff in unity
No clue, it’s just a theory you’ll have to test it out
If there is a delay, it’ll probably be very minimal
Mostly it’s just delaying through lag
Which is a bad way to do it but yeah it’s the only idea I have
maybe i can make an empty animation instead
Maybe, your situation is definitely unique
is it possible to change animator controller parameters for every object? i mean like exposed stuff in shaders
otherwise i have to create a new animator controller for every object
Are your constrainsts set to 1?
Where do you mean<
Please don't spam my inbox.
What spam? i accidentaly sended u DM and deleted it.
on your constraint there is a constraint weight setting
maybe one of them is set to zero
Hello. I'm trying to import a rigged model with bone animations and shape key animations from Blender to Unity. The blend shapes and the bone animations work fine, but the shape key animations don't get imported. Tried pushing them down the NLA in Blender before exporting as fbx, but that didn't help either. Anyone knows how to make them work?
@karmic shale when you say they don't work, you mean the frames aren't imported, or it doesn't recognize the clips, or what?
85 curves on one clip am i committing crimes yet 
Hi - Does anyone know how to solve the problem of missing transforms in an animation? I imported an animation from Blender to Unity and it works fine in the inspector, but I can't get it to play in the scene (reposting this question in this channel)
What about missing transforms, exactly? You mean that the clip can't locate all the transforms, or that the transforms are missing curves, or...?
can someone help me with this
Can you reframe the question? I'm not really sure what the exact problem is- what should be happening, what actually is happening. Do you want all those sprites to be in the same position?
honestly im not sure exactly? (sorry im really new to this stuff) im just trying to get an animation to play when i call it to but i dont know how to set it up when its based off of something ive imported from blender instead of setting up in Unity
Can you describe what seems to be going wrong?
oh, they slowly start to move up/down/around as the animation loops. the video isn't long enough to show that. I thought about how this is probably what the apply root motion is supposed to do, but I want it to restart at the beginning relative position
does that make sense?
like beginning frame relative position
here's a better video
Ah yeah, to prevent that sort of drift you want to apply all root motion.
The shape key animations don't appear in Unity at all.
So what about a clip with shape keys AND armature animation? Do the blendshapes not show up in those?
After pushing down the shape key animations to the NLA, one of them got mixed with one of the armature animations. I'm not sure why. The others don't show up.
I actually need the shape key animations and the armature animations separately.
I totally missed that in the first read. thanks.
Can you just make an empty armature clip? From what I understand, that is what unity actually detects as a clip.
Yes, I'll give that a try!
Lemme know if it works so I'll know next time 😄
All were at 1 🙂 i checked tons of stuff
so it's not working?
Nope. I tried to create WeaponHolding Layer set ti to weight 1 from 0 when iam equpied and set weight of rig too.
Still broken and weird 😦
are any rigs working?
I jut retargeted them. Left Arm and Right Arm. Now their are semi-working
Weird things is. Rig has weight 0
and it is automaticly on 0.8 after play
maybe its recorded on an animation
Iam using unity standart asset animations
worst thing is i cant rotate any bone in play so i can adjust nothing
but... thats the whole point of animation rigging
show your chrachter inspector
this guy
im guessing you need humanoid clips
animation rigging can be both
I think that bit is fine. but go into your project folder...on the animation prefab
on the model sorry
I still havn't really got the hang of it, because its kind of convuluted
yeah, now check the inspector on those items
make sure thyere all humanoid or something...im very fuzzy on this, so you might not get a result
it is humanoid
cick the animations... when they hightlight in the project folder, click on them and check the inspector
what does your rig builder look like?
i mean the rigbuilder in the inspector
what kind of rig is it
Rig_Ak47 is a Child of PlayerArmature witch has Animator
RigBuilder is on PlayerArmature
Rig_47 has a just Rig Script
RightHandIK and LelftHandIK has Two Bone IK Contraint
can i see the rig 47 inspector
can i see the constraints
Target is on AK GO Hint is on UperArm
Cant use Hint or someting cause i can rotate anying in PlayMode
Animations just Override all I maked sure they run in Update not LateUpdate
ok. so if you press play does the hand mangle up? and then what is the effect of lowering constraint weight.
Cant lower value of constraint weight for some reason
hand just move into that position
do the other 2 bone iks work?
and are you using a different animation file than the standard assets ones?
cos it maybe related to those warnings in insoector.
Iam using same animations. I just took them out from pack by duplicating it
no. just using the standar assets
didn't mess around with animation layers, dont know much about them
I think the animation files folder is just the default one
I suspect you are using different animations which are not set up for this rig
Thx for help. I will try to redo animations
actually i get those same errors, but the 2Bik is working fine
Errors are fine by my searching
I made an animation in blender that has key frames for rotation only but when I import it to unity and play it the object teleports to (0, 0, 0), which is where it was in the blender space. how do I make it only apply the rotation?
bake Xz position into clip, or unapply root motion.. or delete keys from animation clip
Hella, do u have any clue why isnt my charatcher animation working. The animation is from mixamo and character is rigged properlly bc it gets good pose but he dont move.
Fixed all Things. THX For help man!
Can someone decode / explain these numbers. It makes virtually no sense currently
hi how can i find a text asset that like type some text . not just make it visible but type
2D
does anybody know
Can you rephrase that? I'm not sure exactly what you're trying to do.
free
like text that types out when i click or do smthin
You can adapt it pretty easily to textmeshpro for better quality
the actual 'typing' part would be the same
here I can ask questions about DOtween?
Hello. Why my script properties do not show as available properties to add in an animation using the AnimatorController?
Hey there,
I have a zombie that is looking at the player by using Animator.SetLookAtPosition, which is working fine.
Now what I'm trying to do it add some feedback to the zombie when he gets shot in the head, to do this I have made a simple animation for the head bobbing back which is on an additive layer on top of the walking animation, problem here is that if I play this while the IK is controlling the look at position it doesn't give it the full swing and changes it more to a small flinch, however when I set the look at weight to zero it obviously snaps the head back to it's default position.
Is there a way to play this head animation while still using the correct look at rotation/ looking towards the player
The head animation is super simple and only controls the down and up nodding:
hlo epic animators i need ur help
if i animate my hand to reload a gun and animate the gun too hwo to import it to unity
You can add a curve for the IK weight to the animation, to have it smoothly lower the IK influence at the peak of the animation's influence.
That might actually do the trick thanks, will try that tomorrow!
That's how you'd usually let a character lift their feet while walking if they are using IK also
i am having issues with blending two sprites together to be able to walk and fight at the same time. not sure what is going on.
been struggling whit this problem for two days.... i just realised that the animator was animating wrong sprite....
you gots to pick the right one... 🥴
How have you got this setup
Using a set trigger?
Update: lol I had ticked the exit time column so that's why it was flickering , Now it's good haha
Ah yes that will be why
Yeah but I got one more problem now lol
If you don't mind can I dm u ?
Sure but I dont know much about enum states that's not how I do things
Probably not the best person to ask
No I got a different problem Wait I'll tell u
hey guys, I can't find any info on this... does anyone know what's this red arrow in the animator?
Hey, so I was thinking about making a kind of web effect that goes out with some particles in a circle and then they all attach up with ribbon trails but it doesnt seem to wanna do the effect I was lookong for, any ideas on how to makes web like effect with trails and stuff thatll hook up all together?
what is the right way to make it punch at an angle? (lower, higher, depending on the camera angle)
This ended up working great, thanks!
is there a way to animate a 2d object forwards rather than just up? i coudnt find an answer from just googling
im just trying to move a simple 2d rectangle quickly forwards, then slowly back, based on where its angle
I think maybe edit the animation
@grave river use inverse kinematics (IK)
I get black lines sometimes on sprite animations edges, is there a way to get rid of those?
I think it's the sprite above it in the sprite sheet that's showing
(yup that was it)
i discovered about animation rigging, you know about that?
I know it exists but haven't used it
Hey guys, my character shows up as in t pose in Avatar Editor, however it shows up as A pose in unity, why? and is it still considered T pose ? I am confused
It is also in A pose in blender, so color me confused
@spark wadi the avatar editor has a setting to enforce t-pose, is that checked?
@hybrid tinsel yes it should be let me double check
Ok I did check it an apply, it did nothing to the model at scene or in game :S
It does the show the model in a T Pose in the Avatar Settings
so I am confused, is it in A or T Pose ?
The blender file is also in A Pose ?
Well, in scene is it posed by your animation right?
Is it possible to have parallel states going on?
I want Blade Rotate to go on all the time
With the other stuff also running in parallel
@manic abyss put the blade animation on a second layer.
Thanks, I did it 🙂
Hi guys, is it possible to modify an animation imported from mixamo? I'm not able to do it. Can you give me some info? thanks
hi I have a problem with my unity project I dont know if I might have accidentally pressed something but I have a scene and in this scene, all characters dont animate. I checked the animator controllers and all of the animations are stuck at the first frame. at first I thought this might be something that I did in my scripts but I dragged a new character on the scene with no scripts just the animator controller and the new character doesnt animate as well. whats weird is this only happens in one of my scenes but doesnt happen on another scene
You can make a copy of the imported animation which can be edited.
The actual imported file is read-only
Do you have any scripts that stop time in the scene?
Documentation states that myAnim.GetCurrentAnimatorStateInfo(0).normalizedTime should be a value from 0..1 that shows current animation progress. However for me it's returning 3 and more. How? Why?
A bug?
actually I've just solved this. there is indeed a bit of code that changes the time scale I did not realize that this was happening
thank you so much for all your help 🙂
So I just imported my character from blender to Unity. And im concerned about the rig in import settings. Since it needs to hold a Nav Mesh Agent as the player, and that is of type Humanoid, should my Rig of my player character also have Animation Type be Generic ? (please @ me for answer)
is it possible to run headmoveing animation while it chanes thrue different animations
pls help
I was already working on a copy, as you can see from the screenshot it's not read-only.
I can actually move the keys but translations don't work, I strongly suspect that this is not allowed.
I'm having an issue where when I change from a Generic Rig to Humanoid I'm losing rotational animation data. For example, the eyelids on my model don't have bones so they rely on rotational data to blink. They will blink when the animation is viewed in Unity's inspector but then if I want to apply the animation to my Humanoid model I have to change it from Generic to Humanoid and they stop blinking.
@loud cobalt the ACTUAL normalized time should be the modulo of that value.
@woven birch yes, by putting the head animation on a separate layer in the animator.
@vague elm transform krys don't work for humanoid muscles.
@mint solar you need to add any additional transforms you want keys for in the importer, or mecanim will strip them out when converting to humanoid
Basically that means that you can not modify a mixamo animation, right?
No? It has nothing to do with it being mixamo. Once it is converted to humanoid, you would need to edit it using the muscle curves instead of transforms.
You could also edit the fbx file externally.
How would I go about "Injecting" an animation into another object? Assuming:
- Both objects have different Animator Controllers and a Humanoid Avatar
- The "Injector" has both an animation state as well as a direct reference to the animation clip asset it could use
- Once injected, the recipients animator controller should stop, not processing any transitions to or from that state (A way to automatically return to "Entry" when it's done would be cool)
@little path I'm having trouble entirely understanding what you're trying to do. You want to gave an object temporarily mimic the animation of a second object, or...?
I have a fighting game, and I have a grapple move that would require the grabbed character to do a specific animation to be held. Rather than having a special state in everyone's animator just in case this one specific move hits them, I want to have the grappler pass the animation to that other character to play.
The animation is confirmed working on all character's rigs
I just want them to play this animation clip, without having their existing animator interfere with anything
once again, everything lines up great individually but jitters constantly and overshoots when played
every single frame matches exactly where it is supposed to be to match the main animation, but when you actually play it, it's all out of sync
I'd use a Timeline to sync their animators
But that'd still require every fighter to have a state pre-built for every possible animation clip, and adding new moves to any character would require every other character be changed
No, it wouldn't.
that's why you'd use a timeline.
So you can override the animator briefly.
So, like, temporarily give Fighter B the AnimatorController of Fighter A?
No. In the timeline, you can just play a animation clip on the character directly.
It will override the animator until the animation track ends.
I haven't looked much into Timelines, if I have a TimelineAsset that basically says "play this clip", can I tell an unrelated object to play this timeline at runtime?
Without having to set it up in the inspector?
yo been having a problem with my animations on my model that i havent been able to figure out for like 2 days straight, most of the animation plays correctly in vrchat but the limbs wont pose correctly. Kinda fairly new on this stuff
Do anyone know how to make smoother animations for a third person game? (3d)
I used mixamo for the animations
Need help with this
Pls
Have you looked into animation rigging? You could put constraints on your rig which have a weight of zero, and then set them between 0 and 1 depending on grapple state.
Do you have any experience importing characters from Blender @clear orbit?
Somehow only half my animations appear in the import
Perhaps it's a question better suited for the blender discord
My apologies if so
I know this might be off topic, but i exported my Blender Character to Unity and now he is floating. I tihnk this have something to do with how he was in blender when i exported him.. Please help :c (picture for reference). Please @ me if you know why :/
The green is the Nav Mesh Agent..
Is there a way to change the navmesh to start at his feet or is it the imported mesh that is messed up?
I'm following a tutorial but i am stuck, his animation window looks like this, whilst mine looks like the screenshot below. And i can't figure out how to do the settings he does, since mine is so different
Anyone know how to change my animation to look like his, or atleast do the same settings as he does
click on the cameraWobbleAnimation button
i did
You need to add an animation track first
i can only create a new clip
making the camera wobble
Your animation has nothing on it
i have never animated before, i just tried following a tutorial, this one
Make sure you have annotations on!
From a request, here's a simple tutorial on how to animate camera rotation with left and right footsteps, while looking around freely. Here is the Pastebin URL for the script I skipped through in the video: http://pastebin.com/n0GiZxc1
The concept is just toggling through 2 different animations, and play the...
hmm weird, i just tried following his steps
what do you want to animate?
Ok. the reason you dont see what he sees is that your animation has no anmation data on it. Maybe you missed a step
okay, thanks. I will rewatch the video very closely again
if it doesn't work i'll come back here in like 5 minutes
ok
But as a sidenote, I think I would use cinemachine for the camera wobble
That tutorial is from 2013
i, never heard of that
You dont want to follow it
yeah i know but i couldn't find any good tutorials on camera wobble online
search for cinemachine
oh theres a brackeys video, i'll go watch that
this is gonna sound dumb, but i can't find it in the asset store when i type in cinemachine
its in the package manager
is it build in?
yes
and uhmm, where is package manager?
got it
i can't install it it says
And i can't find the file where it's pointing to
Wow
Never seen that before
what version of unity do you have?
how do i check
Should be fine.
Maybe if we ping Everyone someone will come and help
Did you make a new project yourself, or is this an imported project?
myself
Its weird. I would start a new project with nothing in it and use cinemachine.
Fixing stuff is not recommended
for starter projects
I mean I couldn't fix it ofr you as i've never seen it. Its really unusual, and I would tyr to see what functionality Cinemachine has in a fresh project
obviously you can come back and integrate
if you find a fix
so, i can't use cinemachine, or atleast we don't know the problem
i'll start a new project and see if it works there
Yeah
oh ffs, it works there just fine
welp, now i just gotta copy all the code and script and objects i had to that new project i guess
i wasn't far in so it's not much trouble
Yeah. Good plan
do you know a way to copy all the objects into the new project?
instead of doing it manually
cuz i made a amazing character model, and i don't wanna recreate it again
oh...just export them as a package
Asset>Export Package
Then import package from new project
or...i think you can drag and drop...
if you have both open
well, the good news is all the scripts got exported, but the objects didn't
Yeah. I guess try again
The problem is that my hierarchy isn't in a folder or anything, so if i export everything it exports all the folders
and i tried looking it up and trying myself but i can't get my hierarchy in a folder
ARe they all gameObjects?
If a camera is a game object then yes
You want to take a camera?
I want to put the entire hierarchy in a folder so i can export it
Anyway. You could make an empty GO at 0,0,0...call it Stuff to export.
i don't understand
make sure its at 0,0,0, then drag everything into that Object.
make an empty GO?
what is a GO
GameObject
oh haha
oh the other thing is to just copy the asset folder from 1 to the other through windows
export the scene
the asset folder is in explorer right?
export scene is probaly what you want
YEah
through windows?
The assets folder
go into Assets
Yeah, so these must be all your Assets in your old project
Yeah, so I would make that into a prfab
prefab
and then export it
or....export the scene actually
go to your scene...and export that
Why those cameras dont work??
no no camera's work
i think you understood it wrong
if a camera is a game object, then yes
No i emant to say WHy Cinemachien don't work...
ooh
Maybe worth asking
idk it's odd
or maybe, forget it happened and have it never occur again :D
imma just rebuild it then, thx for the help
OK.
@clear orbit this... this is unbelievable
i spend the last 1 and a half hours rebuilding the scene and getting everything right, then i noticed cinemachine went missing
and i have this AGAIN
I cannot begin to describe how mad i am
hey all I have some animations for door open and have it applying root motion however it does not end where it should, it should end on -0.9 but it ends at -0.8998194 - and ideas why it is not exact?
(y position that is)
I'm stuck and starting to get discouraged using Unity. I bought a prefab of a spaceship. A huge hierarchy of meshes. Following a tutorial online, I opened the animation window and clicked create. This added an Animator to the Spaceship. I created two clips "Open Bridge Doors" and "Close Bridge Doors". Using the Add Property button I navigated to the GameObjects for the left and right door and add their position to the animation window. Updating the values like the video failed to animate. After trial and error I determined the reason was that every door in the ship had the same name, so I edited the prefab and renamed every game object to given them all unique names. Now I am able to animate in the scene window. I tried diving straight into scripting to have collision triggers play sound and animation, and the sound plays but no animation. Rolling back to basics, I made sure both animation were not looping then I created the following graph in the Animator window, which according to other videos should make my doors open and close continuously in game mode, but I get nothing (this is on 2020.3.22f1)
I went even simpler and just left Open Bridge Door as looping and nothing. I've tried turning Batch Static off like one post said. Right clicking the Animator I see that "Optimize Transform Hierarchy" is disabled, so I can't click that. Everything on the internet is 1 - 4 years old. I've tried reading the user manual. I got nothing left.
So, if I have a transition from Any State to my animation, where the condition is a bool, how, when i set the bool to true, the animation plays completely once
huh?
what, i dont understand
are the doors not opening?
like what do you want?
They open and close in the scene window when played from the Animation window. When I run the game, nothing is animated
so, when you play the animation, in the "Animation" tab, it keeps looping, and plays successfully?
but it does not work in-game
exactly
nope, not even once, I've got the main camera point at the door
hmmm
can you see anything happen in the "Animator" window?
like, maybe the blue lines?
let met check
ok
blue line fills bottom then disappears and fills bottom again over and over, but the doors in the game view do not move. Could it have something to do with the camera? I had a first person controller prefab from Character Movement Fundamentals in there that had said to remove the main camera. I tried removing the controller and adding a camera but same deal, animation plays in Animator but nothing moves in game
are you sure that your animation controller is actually attatched to the object?
How would I verify that?
go to your object(either the spaceship or the door)
then see if it has an Animator component attatched to it
Thanks for trying
I'm trying to make my player break into pieces when he dies how should I make the model of the player
Super simple, I have one animation with looping checked.
I meant the inspector for it but
hm.
With such a simple setup...
If you import an animated character or something to the scene does that animate normally?
Do you have any scripts that adjust the scene's time scale?
Is there a free animated character you know of in the asset store I could test with?
I have verified there are no scripts attached to any GameObjects in the scene
For completeness, I have two directional lights, the prefab (the prefab has lights, particle systems, meshes, materials and colliders, but no scripts), and a camera
When I play the animation clip in the scene, everything works as expected
When I run the game, the animation is running according to the Animator, but nothing is happening
Select the animation state and show us the inspector for it
There is nothing called animation state (that I know of), The animation clip inspector looks like this
The inspector for the node in the animator looks like this
The node in the animator is called a state but you showed it regardless
And you added the animator to the object?
my mirror option is grayed out in unity animation can anyone help me out please?
and yes my avatar is a humanoid type
my model is also stuck like this
OK, I started from scratch and built a simplified prefab and animated it and that is all working. Now to isolate the differences.
Your character being stuck like that would mean that you haven't correctly set up the avatar.
It's working!
The secret is a little checkbox in the corner of the inspector. It seems obvious now, but when you are staring at 254 GameObjects it is hard to see.
alright so i was following unity's tutorial on makig a screen transition
its slightly outdated i think
im 99% sure there is something im doing wrong here
Aha! Yeah, that would do it.
@hard marlinThat looks like an imported animation... so you'd need to add events in the importer.
Hm
Can you send link to description "importer"
Idk what is it :3
@hard marlinthe import settings for the file.
@outer hedgeYou don't seem to actually have a transition from the entry to either open or closed.
But yeah, that tutorial doesn't seem broken, though it is a bit silly.
How to make animation not read only
Sorry for stupid question. But where is it?
@twin musk Links with resources are pinned here. There are also tutorials on Unity Learn site.
there isnt a link with how to export it in game
hello, does any one know a solution: i tried this tutorial for legs in blender: https://www.youtube.com/watch?v=imbIsNAvUpM&t=144s now i want to export this to unity... but then the charakter is complete stretched and not correctly... i tried to bake the animation in blender but there is a similar result
Learn how to model, rig and animate a walking character in 15 minutes! We'll create a quadruped that can walk in any direction, using a combination of curves, constraints and armature. Then we'll tie it all together with random movement, giving it life and personality!
If you want to support the channel: https://patreon.com/polyfjord
Instagram...
okay so the animations i have been making are still desyncing and missing keyframes no matter what i do. everything will perfectly align on every individual frame but as soon as it's played it's a mess that doesn't match at all.
every single animation i have made has done this.
Hey so Im using the Starter Asset's 3rd Person Controller and Im trying to figure out how to add a single very simple character animation and Ive just been absolutely stumped for hours - Ive looked through loads of tutorials and docs and such but none of them seem to work with the Starter Assets setup - I don't even know what Im supposed to be making the animations in. I tried importing the model into Blender which seems to include like a default animation which I could try and animate but there doesnt seem to be any way to export to these .anim files that it seems to use. I created an animation in Unity but I cant find anyway to actually make an animation other than manually inserting keyframes for dozens and dozens of joints which seems impractical. Not to mention that making that animation doesnt seem to have created the same thing as all the already built one has with the model/rig/animation/materials options and such.
Havent done animation before, really struggling to find somewhere to start that works with the existing PlayerArmature (for reference for those that havent used it, PlayerArmature is a game object with an Animator component linked to a controller that has one of those animation flow chart things (which I also dont understand))
Not expecting anyone to come here and tell me exactly how to do something, Im just struggling to figure out how to get my foot on the ladder, what tool do I need to make things in, what do I actually need to do?
For further details, Im trying to extend the Starter Assets playground with a ziplining mechanic, just to get the hang of unity in a broad sense, so Im trying to make an animation to let the character reach up and grab the "zipline" rather than just wooshing down the line in a walking animation as it currently does.
Should be fairly simple, just need to move the arms up and keep them there
try searching for animation rigging in unity if u want to do this in unity, animating character movements is slightly easier in blender.
Im happy to do it in Blender, but I have no idea how to export animations so that Unity recognises them
I cant find anythign about the .anim format Unity uses
animations from blender import via fbx to unity.
Alright, so I import the FBX, make animations there, then export the FBX, then Unity will recognise those animations and import them like the others for me to use?
Thanks for you help, Its good to know where to start 🙂
ok
im still really onfused
can someone walk me through creating a ui button with 4 states
disabled, hovered, inactive, pressed
when you start up the game for the first time itll greet you with a menu asking you about some configuration things
the play button will be disabled
once you get past that itll enable the play button
hovering over changes to a texture
clicking changes to a 4th texture
@novel citrusAs has been mentioned, unity animations aren't based on frames. They are based on time.
Hi, I am making a game and I have a problem with looping animations. I have all the options that should make an animation loop correct, however it just refuses to loop. Does anyone have a solition for this?
I have a problem with my animator, when I try to play the game one of the animtions plays automatically at the start without the trigger for it being triggered
if you look at your animator tree is there an arrow coming off of the Entry node
yes
that'll play at the start then
you can create an empty state and set that as default if you don't want it
ok thanks
dont understand the whole exit time concept, i want the animation to play on click but it's playing at an interval that changes when i change the exit time value
Hi, I am making a game and I have a problem with looping animations. I have all the options that should make an animation loop correct, however it just refuses to loop. Does anyone have a solition for this?
im so confused
Hi guys
I've been having trouble importing a mixamo animation to blender, then exporting to unity
Mixamo --> Unity works fine
Mixamo --> Blender --> Unity doesn't work, even if I don't modify the animation
This is my FBX export settings
I think this is the problem, "AttackPose" Is the one imported from blender, "Punching" Is directly from Mixamo
Blender adds an empty Armature to the hierarchy....
I can preview the animation correctly in Unity, just not use it with an Animator, if anyone can give me some guidance I'd appreciate it, thanks!!
@slender zealot only use exit time if you want it to wait until the specufied time to transition- you'd turn it off if you want to transition immediately when conditions are met
@broken turret if it is a humanoid rig, create an avatar from the blrnder model and retarget to yhe mixamo one.
If it is a generic rig, just change the hierarchy to remove the extra object OR change the animation file to include that extra object in a text editor.
What do you mean by avatar?, It's a generic rig, but it could be humanoid?
And how would you remove that object in the hierarchy? I can't without unpacking the prefab, I tried opening the fbx in notepad++ with no avail haha
@broken turret for generic rigs, the hierarchy needs to match precisely. Fir humanoids there is a bit more flexibility since the avatar definitions will handle remapping for you.
To edit the hierarchy you'd either edit it in blender or unpack the prefab in unity.
Ooh I see, blender slips in that armature there
To edit an fbx in notepad it has to be a ascii formatted fbx rather than binary.
Ooh makes sense
For mixamo animations, converting to humanoid is usually the easiest solution.
I'm not home right now, but I'd have to convert the one I want to apply the animation to humanoid right?
Both would need to be humanoid. The object you are animating AND the animation you are applying.
That is how unity can figure out which bone goes where even with the hierarchy not matching 1:1
Yeah, how could I switch the one I want to animate to humanoid?
I have an active ragdoll setup so it's quite complex
So if I want it to be active on trigger "Has exit time" should be unchecked right?
Correct.
hello! I just bought the rpg mecanim pack and Im having trouble baking the run forward animation
the original animation goes forward
when I tried to bake the xz pose, it bops from left to right
it went out of the center
hello guys
i need some help
how can i loop this animation from frame 2nd to 6th
Hello! Where can i find a default bone structure to work with in unity for the basic humanoid?
mixamo.com has a basic unity humanoid skeleton to download I believe
remove the first frame?
Have it as a separate animation
Why aren't my animations playing?
I made a sprite sheet, and have a game object with the a single sprite from the sprite sheet. I then clicked on it, pressed new animation in the animation window, and dragged the other sprites into the animation. However, when I try to play the animation on the gameobject, the sprite never changes. Is this not how 2D animations work?
this is the sprite sheet. the gameobject's sprite is that first one there, and the animation should be that circle thing falling into it.
Er, all the frames in the animation window look the same to me
alright so
ive got my animation set up for a button
im going to be doing a number of things however, so i needed an actual animation
problem is i dont know how to change the texture of the button from here
how can I do that
right now I just need this button to change texure depending on its state
i already have the textures
but how do I make it switch
so how do i do this
reply or ping me if you can tell me
anyone
at all
@twin musk you'd need to give more info(like which ik system you're using) but that sirt of thing is often caused by the ik target being too far out of reach.
@outer hedge just set the transition type of your button to sprite swap and plug in your images
@twin musk you mean the mecanim ik, or the 2d ik, or the rigging package ik, or what?
I need the button to move as well
I want another menu to pop in and scale on two axes as well
Then you'd need to make actual animations that do that stuff
Hey all, trying to make a looping animation. I think since I start and end on the same keyframe, there's like a half a second of it stopping - what's the solution to this?
I am not an animator by any means, so I know there's a fix, i just can't figure it out
Figured it out, had to change curves to be linear
ok how do i do that can you link a walkthrough or something
You can google it just as well as I can
I've been fiddling with the animator and my character does some strange things when going back into its idle animation like very slow sliding around in the direction its looking at, and before I made it look in a dir using lookat it also rotated back and forth ever so slightly. I fix these issues by disabling Apply Root Motion in the animator and thought everything was going great. However the character wont rotate at all now even if hardcoding its rotation does not help.
I've had this problem for some time now and not sure what to do? Anyone familiar with this kind of issue and know what else I should look at here that could potentially could fix it?
(I also have a navmeshagent component that makes it move)
@sage summit Do you know if your animation is meant to use root motion or not?
@agile solstice well it is fixed in place if thats what you mean
otherwise how can I tell?
Downloaded from mixamo.com
Im not sure if its animation related but Im trying to have the characters transform rotation to lookat its navmeshagent.steeringTarget. theroetically it changes its transform.forward values but the character still is locked looking at the direction it starts out with.
Since it unlocks and is rotatable when I disable the animator component I still think it has something to do with the animations I just don't know what it can be.
Actually , looked through the animations and looks like they are not fixed in place as the floor moves. I guess I just assumed that since I couldn't select 'in place' when I downloaded them. That could be the issue then?
but then again I can just "bake into pose" and looks like this so im not sure anymore lol
@sage summitAny transforms that have keyframes will override scripted movement and rotation. You need to either use LateUpdate to apply it after the animation each frame, or apply it to a parent object.
This helps, thank you!
I mostly do my scripted stuff on a parent object with the animation under it, except for stuff that moves individual bones.
That's usually how I do it as well, but for some reason I decided to have the animator there now too
Any advice for creating an animator controller that can handle large numbers of animations?
Specifically if many of those animations can be accessed as part of the same states? (for example "Overhead Smash" and "Horizontal Cleave" are both Attacks)
Hello i was wondering if there is news somewhere on how far the development on kinematica is? it looks very interesting to use
how do I stop an animation looping and playing on awake in unity?
Does somebody know how i can get a worm chain with the animation package? - I set up the bone and created a rig but somehow it wont work. Did i miss something?
I can’t help just want you to know this gif made me choke lmfao
I did and they were all unhelpful
Do you have one that you found useful at all
There are animation resources pinned right here. Manual explains how to use them.
how do these numbers make sense? I have it set to "seconds"
Is it set to 15 fps?
Hi, anyone familiar with using GameObjectRecorder? i'm recording an animation for the timeline, but the objects' x and y positions arent being recorded
hey everyone, if I have multiple characters who all share the same type of animation, example (run, walk, jump etc.) Do I need to create an animator for each character, or is it possible to use a generic animator attached to all characters and dynamically change which clip is played through scripting.
Idk if that makes sense, let me know so I can further explain 🙂
Are you recording the correct object?
yes, everything else gets recorded, the z position, xyz rotation, but not the xy position
Hrm, interesting. How is it being moved? Script? Animation?
the objects i'm moving are dice. i'm using a script to apply forces and torques to their rigidbody
Hrm, interesting.
Did you try increasing the fps of the recorder?
I've noticed that the recorder can be... weird about physics
Did you try different compression settings?
And did you check the recorded animation to see whether the xy position curves are not present or if they are just zeroed out?
oh i think we're on the wrong page, i'm using this:
https://docs.unity3d.com/2020.1/Documentation/ScriptReference/Animations.GameObjectRecorder.html
based on this tutorial
https://www.youtube.com/watch?v=fdF4h2sUmwE&ab_channel=JasonWeimann
Ooh.
I was talking about using the unity recorder, which includes a game object recorder
ohh okay, thank you for your time, though
Hi everyone, sorry for the beginner question but it's my first time trying to import an animated object into unity and I'm struggling to troubleshoot. Could use a second opinion if someone has a minute!
Essentially, I added the animator component to the top-level object with the following settings:
The animation controller is set up as such:
can somebody help the animation rigging bone render setup dont work
sorry don't mind me 🤦♂️ found the Loop Time option lol
needed to do it manually
but it dont bend
are the bones reverse?
somehow it is like a stick
wanted to do it like here https://www.youtube.com/watch?v=LVSmp0zW8pY
In this episode of the Prototype Series, we've experimented with creating a procedurally animated boss enemy! Let us know what you would like to see being prototyped!
⭐ Project Download https://on.unity.com/37K5j1b
⭐ Training Session https://on.unity.com/37LQfzV
Timestamps:
00:00 - Intro
00:40 - Assets Used
01:07 - Building the player camera
0...
Thanks! I got it working the next day, forgot to tell you
Yeah it seems reversed
I feel like the Tip should be a "child" of the Root
Yeah but its weird cuz you can't control it from the animator
Ah, glad it worked 😄
Hello! Kinda new to animations in unity. I have a rigged 3d model, and I wanna make few poses, not animated poses, just some saved poses that the character will change to on a press of some key
for example switching from standing pose to sitting pose on the same model without animating in-between the transition
I have no clue how to achieve that
I do know how to animate, but is there no such thing as saved bone locations? something that i apply to my character and it changes bones by the preset
another solution i thought is to just make multiple models with different poses and change between them, but that wouldnt be so practical..
i just need to know atleast how its called so ill know what im looking for
Select one of the yellow marked transforms and hit 'f2'
Or you can mass edit them with search/replace in a text editor
How to make when the animation finish it goes back to its idle? So I have bool(lobby) and if it was true, I would like to call an animation for once then return to the Idle? (Animator)
You can just add a transition from the second animation back to the idle state with 'has exit time' set to the end of the animation
Very straightforward question: In order to play the top animation clip at the same time than the clips below... Do I need to use blend trees?
Does this channel include animation rigging?
Oh great! I've been super curious about final ik and animation rigging. I understand there's a difference and final ik probably comes with some more features (or presets idk) but is it better?
It's a lot of money for someone who just hobbies a bit for fun and I don't know if it's worth it.
I made a jump animation in Blender but I need to remove the Z axis component of it so that the character basically looks like they're jumping but they don't actually go up (so I can make them go up in Unity instead). Does anyone know how to do that?
Dedicated dual wielding animations would probably work best, or some sort of procedural approach. Your real problem is that you're playing two motions that want to bend the body in opposite directions and the game has no idea what to do with that.
I suppose you could limit the swings to the arms themselves and procedurally twist the spine based on the target and taking both animations into account.
But hand designing a two weapon attack is almost certainly easier
I just rigged a 3d model and made the animation in blender and exported it all in a fbx file. Is that a good workflow? im a noob so i have no idea. Everything works fine tho!
That is the typical workflow
Nice! Would have been a pain to discover some problems after rigging and importing a lot of characters
Unity animation is based on time, not frames, so at best you can get an approximation.
You can use animationState.normalizedTime
And then multiply that by the length of the clip to get the actual time in seconds
When it goes back to Idle state, it loops back to the second animation because of the condition. How can I stop the loop?
I want a StateX from layer2 to start when a StateY from layer1 is finished.... is this possible without relying on code? I want to use the parameters to tell when the state has finished but i dont see how can i do that if its not with code
by having the condition not be set the second time
Either disable it from the script that called it in the first place, or use a trigger instead of a bool
You'd need some code but not very much. You could put a short 'behavior' type script directly on the transition out of the stateY that triggers the stateX
Yup.
It is just like adding a script to a game object, except you get stuff like OnStateExit()
I was actually adding clip events to a script yep
but this allows me to delegate the task of creating the animation to the designer 😄
Yup.
howdy! Short question! Have an Animator, thats being fed data (Debuged -> correctly). Got a riged guy, animations set in blend trees, all seems good... BUT... The model doesnt move. I can see the rig itself moving (on the picture) but the model doesnt follow. You have an idea, where the problem may lay? Avatar?
thanks alot!
Its driving me NUTS
Seems like trouble between AVATAR and model, Avatar -> Animator seems ok
Is the model actually skinned?
Skinned? I'm not sure i follow
Whats some good websites for animations?
mixamo
Make a sphere in Blender, invert the faces, and then put the camera inside.
Not sure what this has to do with animations though.
i didnt know where else to ask
Skinning is what actually connects the vertices of the object(the 'skin') to the bones. Without skinning weights the object will just sit there as the bones move.
Oh... And that happens in 3D software, or is there a way to do it in unity?
You can probably do it in unity but that is something you'd probably want to do in 3d software
Why does my AnimationState return null when I assign an Animation with a clip name (that exists) to it? The method is:
public void SetClip(string clip, Animation anim) { this.Animate = anim[clip]; }
For some reason, the name of the clip is not returning an value to the animation despite matching my clip name.
What exactly are you trying to do there?
Create an animation update system that uses the Sample method to capture clips at a frame by frame basis. I think I resolved my current issue by setting the animation clip files to Legacy in Debug mode.
No change in my sprite animation though upon using Sample() though, so I wonder how "sampling" works exactly.
Im having some difficulty with a simple animation trigger that Im trying to have occur
Im trying to have a simple gun idle animation transition into a firing animation when the trigger is activated ("Image(Animator)" shown below)
(my "PlayerMovement" Code)
(Unity UI to show the Animator is hooked up to my Player Movement script)
What Im trying to have happen is for once the player clicks mouse button 0 down, set the trigger for the Idle animation to transition into the Shoot animation
I can tell the inputs are being detected because the sound effect that plays before the animation in my player movement script does play when mouse button 0 is pressed
but the shoot animation is not being triggered unfortuneately
not sure why tho
any ideas?
Feel free to reply if any other information is needed!
@past ploverwhile the game is running, keep the animator window open and see if the trigger is being activated?
Also, what are the conditions for exiting the firing state?
You might be triggering it and immediately exiting it
no conditions rn
lemme post the transitions as well
And what happens if you disable the transition out of the shoot state
Tried deleting the exit transition from the shoot state
nothing happens lol
so could it be that its not entering the idle state?
You're sure that's the correct animator?
and wait, why do you have an any state transition?
tried searching for solutions and thought an any state transition might work too
obviously now it doesnt lol
also yeah its the correct animator
i need to make Blend greater than 0.3 or less than -0.3, is there any way to do this?
I changed my code to grab the animator by itself to maybe try that
it does grab the animator
but it still doesnt work
its really weird, considering scrapping it and trying from scratch to see where I messed up
guys I got animation problems, I set up my model to be humanoid to use bake pose, now after making the model humannoid and seting up the rig in the animator, the player mesh and bones get in wrong location
in that spot its the rig, and the mesh simply sisapears
disapears
all animations make the mesh move out of place
I corrected copying the avatar source from other copy of an old avatar
dont know why it worked
but now have this
on all my animations
I corrected the problem again copaying the avatar from a previus mesh
dont know what was the problem or why it got fixed
nop not fixed
ok I think the root might have problems, its the hierarchy object of the bones that is not setup on the avatar I think
well but even so does not make sence because the rest of the avatar should not be flying up in the air
@strong domeJust add a second transition with the less than
And it will trigger for either
(NOT an additional condition on the same transition)
@rough quartzI suggest setting up the avatar correctly based on that model instead of another model. You can set the correct mapping of transforms that way. As for the broken animation curves, you can select those, hit 'f2,' and rename them to the correct name if needed.
hey y'all, i really need help. I animated a door opening for a refrigerator and then imported it into unity from Blender. In the FBX file itself, the animation looks fine, but when i add it to my animation controller, it just straight up stops working.
Hi, can anyone tell me or refer me to how to export the character with the animation from the Unity in fbx, so that I can open it in Motionbuilder?
I did try GameObject - Export to FBX but animation is not correctly transferred.
@hybrid tinselthanks for the help, I redid the character and the problem disapear, probably some badly setup script
now I would need some help, I am not working out the root animations, this for the character ends in the end of the animation place
Can you rephrase the question?
Making the character final Animation position INTO the world position
ok fixed, I had to get the root trnasform position (xz) not ticked in the animation import
ok I found out my original problem, animation rigging is having conflict with the avatar animation rig, they are not working together
if I aply a constraint it buggs
thank you for reply. After I post here I created a boolean and checking it from script
ok so if I rurn on a multi-aim constraint it creates an huge offset, I dont know how to fix this, dont know if it is bug or I am doing anything wrong, If I have my character generic it works great, if humanoid this happens
I really need help some one that know how to setup humanoid avatar with animations using bone rigging
Ok fixed with exporta defenitions in blender
hey y'all, i really need help. I animated a door opening for a refrigerator and then imported it into unity from Blender. In the FBX file itself, the animation looks fine, but when i add it to my animation controller, it just straight up stops working.
Hey so Im really struggling to get a super basic rig animation working - havent done anything 3d animation before so this is a new area for me.
I have imported the Starter Assets FBX 3rd Person Controller armature into unity, and added a new action called "Zipline" with two keyframes, the standard pose at the start, and a keyframe with five modified bones so as to make the model reach upwards [image attached].
I then export that as an FBX, and import it into unity. When I look at the animation in Unity however, it seems to have loads of extra keyframes all over the body [image attached], and indeed when I attach it to the animation controller, put it into the animation flowchart with some transitions, and activate it in code, the character goes into a really weird sitting position which is not at all the animation I made in unity.
Does anyone have any input into what I am doing wrong, or even a direction I should look in to figure out whats going on - Ive been really struggling with this seemingly super basic thing for like a week now 😢
When I play the animation in Blender it looks fine (I mean its a shit animation, but, like, it looks like I expected it to), but moving it over the Unity curses it somehow
I imagine I am doing someone really obvious and dumb, Im pretty new to both Unity and Blender, and extra new to any kind of Animation
Okay I have done some more experimenting, and discovered that when Previewing animations attached to the Armature Gameobject the existing animations look different to mine
Here being an existing animation
And here being mine
They are clearly structured differently, and unity is failing to map the bones to the armature, but I have no idea why this is the case or how to modify my animation so that it is compatible with this existing armature
How does one create an animation for animating the sprite value of a SpriteRenderer during runtime outside of the Unity Editor.
how do i get it to change start position at instantiated position
currently when its spawned in it plays the animation where i set it up
@fair stormYou need to properly set the humanoid avatar for your new animations.
@keen cloudAdd an empty parent object and use that to place it.
By script.
Ah so you can’t really add animation to separate game objects with a different animator and sync it up it all has to be done on the parent/ host animator
gotcha
That makes more sense
You could if they were generic rigs with identical hierarchies. But for humanoids, they both need a properly set up avatar to retarget the animation.
Hi everyone, I've imported an animated blender model into unity, but the animation doesn't play during runtime, and I could really use some help figuring out why. Its transitions are set up correctly, I can see the animation correctly when I open it in the inspector, I've assigned the correct animation controller...so I'm a bit stumped. Any help would be much appreciated!
I should have mentioned - the 3D model is attached to a prefab. I added the animator component to the parent object. Also I've tried ticking and unticking 'static' as that was the first thing that came up on stackexchange but that didn't seem to do anything
I wanna animate a slime ball thats the main character of my game. I'm thinking I would animate it with a lattice in Maya. Would that work? If not, how could I animate it otherwise?
In the Animation Timeline, how do I move the PlayHead Arrow to a certain keyframe's exact position without having to drag it manually?
Have you tried clicking the top diamond right under the timestamp?
Zooming in should also bring you to the exact position
@peak silo scale the parent to negative on the x axis.
@hallow plover lattice deformations aren't imported by default but you could do it with a VAT(vertex animation texture) material or a point cache.
@twin musk blend trees don't work that way; all substates use the same normalized time. You can just transition out of the blend tree like you could a normal state though.
Can someone help me figure out why the animation is working in the fbx preview but not the animator preview https://gyazo.com/14aee60f69720a66634d5cf38f27450e
hi. im reading on unity about humanoid rigging for humanoid avatar. it provides this as the necessary bone hierarchy to be able to set a rig as humanoid.
HIPS - spine - chest - shoulders - arm - forearm - hand
HIPS - spine - chest - neck - head
HIPS - UpLeg - Leg - foot - toe - toe_end
However in the picture right below that structure it shows an image with hips_L and hips_R. I KNOW this doesnt work because ive tried it before. whats up with that?
Good morning or evening, where ever you might be!
I have a question regarding bone constraints:
For example, i have a hierarchy like this: a main bone and two sub-bones under the main one. I constrain one sub-bone's position to the other using the position constraint and put the constraint setting to be -1 (to go opposite direction of the other sub-bone). That part works well, but now when i move the main bone, the bone with position constraint on it, moves its own way. How can I make the constrained bone to still move with the main bone but keep the negative constraint to the other subbone?
https://medal.tv/games/requested/clips/72666557/d1337TP3Ybuj?invite=cr-MSxReGgsMTM0ODY5Njks i dont understand at all where im going wrong
Watch I LITERALLY DONT UNDERSTAND and millions of other Requested videos on Medal, the #1 Game Clip Platform.
so, i worked it out. It turned out the synty avatar was affecting my ability to animate
Can images do a spritesheet animation? Or does the game object have to have use the sprite renderer?
Is the animator on the right object?
Are you sure that the 'bones' in that picture aren't just gizmos being drawn between the single hips transform and the two upper leg transforms?
This is the entire set of bones that a humanoid avatar looks at.
could be
maybe i am being mislead by the picture
You can have more bones but they will either be ignored or, if included in the avatar definition, simply will be treated as extra and not used for retargeting.
Unity's bone renderer is a bit misleading in that respect.
yeah thats what happened last time months ago, i did animations that the hips were necessary for (climbing a wall) and it ignored the hip L/R and the animation looked weird
Since it is meant to show the hierarchy more than the actual transforms
it even ignores it on the original model not just on retargetted
well ill just go with it being a visual connection even though its misleading, thanks for the insight
Well, first you'd need to manually include them in the import, and they won't affect the humanoid motion. Extra bones are typically used for adding stuff like tails, wings, attachment points for equipment, etc.
The actual humanoid portion of the skeleton is actually controlled by the virtual muscles it derives from the imported animation, so extra bone motions in the hips or spine get lost and, as you put it, look weird.
And no problem 😄
And if you need the l and r hip movement, you can probably handle that with the upper leg bones?
yeah you are right it is totally possible to do that animation without the hip bones. the only problem was creating a bunch of other animations that use the hip bones (since they were in the armature in blender that i created)
so to remove them meant redoing like 15 hours of animations!
and im not good at animating so it was quite offputting
and i didnt continue with it. ill simply avoid hip L/R this time when i rig!
I do have another question. using mixamo it exports an FBX. is there anyway to avoid having an FBX per 1 animation? its not a functional issue more of a clean assets folder issue
was hoping to separate out these animations from the FBX. im guessing its set to the armature hierarchy that it was created with so not possible. but when you make all your animatinos in blender you only need 1 FBX that contains all the animations which is cleaner
guys need help
when animator goes to Fall or InAir, it always back in frame to the Idle
the "code"
Click the arrow that from fall to idle and add parameters
already have
Hi, I have been trying to use the skeletal animations and I got into a slight problem- how do I put the character together
nevermind
@west delta problem solved - i had repetitive animation playing
thanks for any help
Are there tutorials about animations that possibly include the leg rotation when facing the camera standing still
so like for example the character turns 180° and then the legs kinda follow via an animation. I would like to try this to not make it just rotate without doing anything
1 example of a game that does the thing i want to try is Hitman, when you aim the character rotates towards the camera and does like a little turn animation with it's leg.
I would like to do something similar to not make my character just turn when standing still cause that is not natural, i think i saw a tutorial about this before but can't remember much
I imported a blender animation into unity. The animation works fine in blender it consists of two models and an armature. The character model the armature is a parent of works fine in unity but the gun he is holding is static in unity. any solutions?
i watch a tutorial on curves and have this shooting looking for feedback, dont mind the missing hammer i forgot to select it when exporting to fbx
Is there a way to make an empty state for an animator (skeletal mesh) that does nothing? More akin to disabling the Animator component as opposed to the usual behavior of reverting to T-Pose on empty state.
Basically, I'm trying to make a ragdolling state for the animator without having to disable the Animator component for some fancy animation stuff
hey im trying to make a system projectile similar to this one
but how i have it wont worklike sticking into the ground
how do i make it so that when it hits the ground it stops moving but also sticks to the ground like the swords, cause my plan is to do that animation with the canes after they land
Your options would be to either combine all the FBX animations into separate tracks in your 3d software, or use @ naming in unity to append the animations from the extra models without importing the meshes.
sweet thanks a lot 🙂
@fluid sageI'd not use an animation for that; you'd probably want to use a script and/or a particle system.
Especially since you'll probably want to be tracking the impacts of each sword
Hi there, Im not sure if this is the correct place to ask. I was playing this game with a base human character "evolving" into a completely different character. I was wondering how would the structure of this sort of animation be dealt with? How do I switch between two completely different sprite and have their animation working? Do I need two animator? Thanks in advance!!
You could use seperate animators, or even seperate character objects with their own animators. Its really up to you how you want to organize it.
Or even pack it all into a single one.
interesting, I was wondering what would be the more efficient way of doing it?
so that adding new character would not be a headache, I assume packing everything into single one would be hard to manage
Its not really a matter of efficiency, more than it is your own way of organizing. If you're using parameters, then yeah it would be a hassle to use one. If you're calling animations directly with unique names "warrior_attack", "mage_attack", then that would be a different case.
Actually, using skeletal animation would be one of the better ways right? Sth like, having different animators for different weapons, i.e. fist, sword, spear, then switching the weapon as external objects attached to the skeleton
That solely depends on your art style
oh yea true!!! I normally use code to manage my animation, so no linking between animation state
If you want a fluid pixel animation, you kind of have to make it unique, if the different versions are different body types.
ahh make sense, thanks!!
If you want to have different characters use a weapon differently based on body shape and style. You couldn't reuse a sword animation you simply child to then sprite.
You would have to make it a unique animation for every character for every weapon. This is why really nice looking pixel art takes forever. Lol
the game I showed has different classes, which would be relatively easier to animate
do people really animate all those one by one? As in games with many characters/enemies and different weapons
I always just thought it's not feasible
Yeah, some do. You really have no choice.
Unless your style allows you to have the exact same animation, then you could reuse. But it all depends on your art style in the end.
unless it's like stick ranger (one of my fav game), using ragdoll animations
then it should be relatively much more easy right?
Easier in the sense of animations, possibly yeah. If animating ragdolls is more your strength.
I see, thanks!
I have 2D pixelart character with Body, Arms and Head spritesheets
I have different variants of Heads, Body and Arm spritesheets
What's the recommended to combine these spritesheets in my game?
I have an AnimatorController (to switch between Idle & Walking) and I was trying to use the Animator Layers
Unfortunately the "additive" property doesn't seem to work in my case :/
anyone have any hints on how to do this?
@cinder wren what do you mean by not working?
It's used for adding together rigging
not for swapping out pixel art frames/sprites like I expected
For swapping sprites you'd use a sprite library usually.
Though you could also use synced layers, which are probably closer to what you thought additive ones were
That's what you'd use if you had a set of animations for each version of the character
I'm sorry, I just saw your reply now. I only see one diamond that represents the keyframe, I tried clicking and double clicking it but the playhead doesn't move to its position...
Hi I'm trying to climb on a ledge, therefor I need to have root animation.
but my collider is on 2 parents higher, so when I use root motion, it climbs without moving the capsulecollider.
Tried to work with OnAnimatorMove but nothing helps (transform.root.position += anim.deltaPosition) <- doesnt move the collider
any suggestions?
It's a 3d world and using humanoid.
Hey guys I have a problem when I try to animate my character but animator dont save it