#🏃┃animation

1 messages · Page 85 of 1

glad gull
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Can you help me to do they animation? @dusk granite ?

hybrid tinsel
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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.

bold kite
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Oh ok

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Thx

dusk granite
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Yep that’s intended for it haha

dusk granite
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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

glad gull
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Oh

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Ok

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Then I want play your game when you finished it 🙂

glad gull
dusk granite
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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

wooden granite
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Do you guys use blender for basic animations like walk animation? Or simply do it in unity?

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Because my blender doesn't work, I gotta make animation in unity but I never made 3D animations before

drowsy condor
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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?

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end of animation the second pic

drowsy condor
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Import > create from this model > root bone > hips
solved it 🙂

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@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

brazen mural
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Can someone help me with this?

grave river
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how can i make my player punch according to the camera direction?

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the animation only punches forward

tidal berry
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My blender animations are not appearing in unity. I'm using unity 2021.2.0f1 and blender 2.93

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Nvm, solved it, realised i hadn't exported it, just moved the file

novel citrus
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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

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it doesn't even get close to actually matching the keyframes that i put in

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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?

opaque palm
novel citrus
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with only a few, it didn't line up, with all of them there, it doesn't line up either

opaque palm
novel citrus
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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

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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

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but while playing, on this same frame, it looks a bit more like this

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the actual bad apple part is on the exact same frame, yet the keyframe for the transform somehow got missed by a long shot

opaque palm
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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

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FINALLY I THINK I GOT IT

novel citrus
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making an attempt at using the curves to fix the transitions

manic hazel
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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

hybrid tinsel
hybrid tinsel
novel citrus
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I haven't adjusted the interpolation at all, and as far as I'm aware the sampling also matches the fps of the video

random raptor
wild matrix
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Could someone explain how I could fix this root motion over-rotation problem? My rotation transition values is greater than 10 magnitude.

wooden granite
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Because if I change the position moved away from the parent body part

smoky pendant
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hey everyone, hope youre havin a wonderful weekend. Im curious as to what is the standard when it comes to clothes simulation with characters

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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.

past river
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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:

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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

floral pulsar
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hey. this NormalizedTime is supposed to be there, right ?

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well, mine doesnt have it!

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Motion TIme is replaced ... wtf!

hybrid tinsel
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@floral pulsarYeah, as mentioned in that same unity answer, motion time is what they renamed that to

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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)

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So the value itself isn't normalized.

warm dust
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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!!!

twin musk
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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

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that's the animator controller

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normally the VelocityX is set to 0

opaque anchor
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why the hell does my animation starts again after reenabling its parent in hierarchy?

twin musk
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check if u enabled exiting time

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does it works now?

opaque anchor
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exiting time?

twin musk
opaque anchor
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nope

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it is disabled

twin musk
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i dont know i started early to coding

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i had the same problem and i resolved like this

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can u check my problem please

opaque anchor
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you need to assign avatar to the animations

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check youtube guides

twin musk
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thanks

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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?

vapid garden
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Hello, i cant rig a humanoid avatar?

vapid garden
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Animation rigging is not blending with idle animation 😦

rare idol
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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.

violet ferry
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My animation plays twice for some reason

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It transitions into the default animation, so it shouldn't loop at all

rough quartz
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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

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what gives?

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ok I fixed the problem in the non linear animation tab in blender, this is really confusing

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nope it just apears out of no were

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the parts just get missing out of no were

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ok I guess I have to keep the animator component in the parent transform

hybrid tinsel
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@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.

latent stirrup
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anyone know why my animations play perfectly fine in the animation and animator tabs but the sprite just slides in play mode?

hybrid tinsel
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@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.

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@latent stirrup are you constantly restarting the animation by transitioning to it every frame?

latent stirrup
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i get this error going into play mode

hybrid tinsel
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Without more info it is hard to specifically debug, but that is what I'd check for.

latent stirrup
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how do i check for that?

vapid garden
hybrid tinsel
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@latent stirrup in the animator graph.

vapid garden
keen urchin
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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.

hybrid tinsel
wheat aspen
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Some basic movement animations 🏃‍♂️ . What do you think?

tacit geyser
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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

safe marlin
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how do i play an animation from a certain time?

uncut salmon
safe marlin
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thanks

mint osprey
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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).

vapid garden
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@hybrid tinsel
Would you have a time to help me find a cause of my problem? 🙂

clear orbit
high siren
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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.

uncut salmon
high siren
vapid garden
twin musk
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hi how i can add a walk stopping animation with a blend tree?

vapid garden
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I cant even rotate bone manualy in Scene during Play. Animation is just overring it. And i updating animations in Update not Late Update

gloomy thunder
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is it possible to delay start of animation without any scripting?

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(i must do everything without scripts in this project)

west delta
gloomy thunder
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unfortunately the game im modding doesnt have packages of bolt

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modding is done by loading assetbundles, and since you cant put scripts in assetbundles i cant use any scripts

west delta
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Interesting

west delta
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Maybe someone else could think of a better solution but I don’t really know of a way without scripting

gloomy thunder
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im ok with every solution, thanks. how much seconds an empty state is? im new to the animation stuff in unity

west delta
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If there is a delay, it’ll probably be very minimal

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Mostly it’s just delaying through lag

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Which is a bad way to do it but yeah it’s the only idea I have

gloomy thunder
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maybe i can make an empty animation instead

west delta
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Maybe, your situation is definitely unique

gloomy thunder
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is it possible to change animator controller parameters for every object? i mean like exposed stuff in shaders

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otherwise i have to create a new animator controller for every object

clear orbit
vapid garden
vapid garden
clear orbit
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maybe one of them is set to zero

karmic shale
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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?

hybrid tinsel
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@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?

novel citrus
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85 curves on one clip am i committing crimes yet supersweatspin

tribal creek
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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)

hybrid tinsel
brazen mural
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can someone help me with this

hybrid tinsel
# brazen mural 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?

tribal creek
hybrid tinsel
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Can you describe what seems to be going wrong?

brazen mural
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does that make sense?

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like beginning frame relative position

hybrid tinsel
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Ah yeah, to prevent that sort of drift you want to apply all root motion.

karmic shale
hybrid tinsel
karmic shale
floral pulsar
hybrid tinsel
hybrid tinsel
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Lemme know if it works so I'll know next time 😄

vapid garden
clear orbit
vapid garden
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Still broken and weird 😦

clear orbit
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are any rigs working?

vapid garden
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Weird things is. Rig has weight 0

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and it is automaticly on 0.8 after play

clear orbit
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maybe its recorded on an animation

vapid garden
vapid garden
clear orbit
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but... thats the whole point of animation rigging

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show your chrachter inspector

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this guy

vapid garden
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oh

clear orbit
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im guessing you need humanoid clips

vapid garden
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What clips?

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All animations are humanoid clips and animation rigging is what?

clear orbit
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animation rigging can be both

vapid garden
clear orbit
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I think that bit is fine. but go into your project folder...on the animation prefab

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on the model sorry

vapid garden
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U mean this?

clear orbit
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I still havn't really got the hang of it, because its kind of convuluted

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yeah, now check the inspector on those items

vapid garden
clear orbit
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make sure thyere all humanoid or something...im very fuzzy on this, so you might not get a result

vapid garden
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it is humanoid

clear orbit
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maybe its on the actual animation you are playing

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so click in the annimator

vapid garden
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Like whe wrist are twisted like this

clear orbit
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cick the animations... when they hightlight in the project folder, click on them and check the inspector

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what does your rig builder look like?

vapid garden
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I fallowed many vids and documentations. Thould be right

clear orbit
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i mean the rigbuilder in the inspector

vapid garden
clear orbit
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what kind of rig is it

vapid garden
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Rig_Ak47 is a Child of PlayerArmature witch has Animator

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RigBuilder is on PlayerArmature

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Rig_47 has a just Rig Script

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RightHandIK and LelftHandIK has Two Bone IK Contraint

clear orbit
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can i see the rig 47 inspector

vapid garden
clear orbit
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can i see the constraints

vapid garden
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Target is on AK GO Hint is on UperArm

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Cant use Hint or someting cause i can rotate anying in PlayMode

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Animations just Override all I maked sure they run in Update not LateUpdate

clear orbit
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ok. so if you press play does the hand mangle up? and then what is the effect of lowering constraint weight.

vapid garden
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Cant lower value of constraint weight for some reason

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hand just move into that position

clear orbit
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do the other 2 bone iks work?

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and are you using a different animation file than the standard assets ones?

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cos it maybe related to those warnings in insoector.

vapid garden
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Iam using same animations. I just took them out from pack by duplicating it

clear orbit
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I've got the 2Bone Ik constrainst to work on the starte asset.

vapid garden
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can u show me animations file folder?

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that is all in Base layer in Animator?

clear orbit
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didn't mess around with animation layers, dont know much about them

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I think the animation files folder is just the default one

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I suspect you are using different animations which are not set up for this rig

vapid garden
clear orbit
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actually i get those same errors, but the 2Bik is working fine

vapid garden
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Errors are fine by my searching

valid birch
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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?

jagged ruin
marsh arch
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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.

vapid garden
twin cobalt
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Can someone help me with that frickering of that Animation 😅

loud cobalt
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Can someone decode / explain these numbers. It makes virtually no sense currently

primal latch
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hi how can i find a text asset that like type some text . not just make it visible but type

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2D

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does anybody know

hybrid tinsel
primal latch
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free

primal latch
hybrid tinsel
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You can adapt it pretty easily to textmeshpro for better quality

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the actual 'typing' part would be the same

wintry mauve
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here I can ask questions about DOtween?

silver nest
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Hello. Why my script properties do not show as available properties to add in an animation using the AnimatorController?

rotund elm
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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:

quasi spindle
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hlo epic animators i need ur help

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if i animate my hand to reload a gun and animate the gun too hwo to import it to unity

hybrid tinsel
rotund elm
hybrid tinsel
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That's how you'd usually let a character lift their feet while walking if they are using IK also

lyric salmon
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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.

lyric salmon
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been struggling whit this problem for two days.... i just realised that the animator was animating wrong sprite....

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you gots to pick the right one... 🥴

twin cobalt
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Can anyone help me with this 😅

jade warren
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Using a set trigger?

twin cobalt
twin cobalt
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I am using an enum state that is int

jade warren
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Ah yes that will be why

twin cobalt
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Yeah but I got one more problem now lol

twin cobalt
jade warren
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Sure but I dont know much about enum states that's not how I do things

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Probably not the best person to ask

twin cobalt
brisk quail
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hey guys, I can't find any info on this... does anyone know what's this red arrow in the animator?

fluid sage
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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?

grave river
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what is the right way to make it punch at an angle? (lower, higher, depending on the camera angle)

rotund elm
silent sorrel
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is there a way to animate a 2d object forwards rather than just up? i coudnt find an answer from just googling

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im just trying to move a simple 2d rectangle quickly forwards, then slowly back, based on where its angle

clear orbit
hybrid tinsel
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@grave river use inverse kinematics (IK)

dry mica
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I get black lines sometimes on sprite animations edges, is there a way to get rid of those?

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I think it's the sprite above it in the sprite sheet that's showing

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(yup that was it)

grave river
hybrid tinsel
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I know it exists but haven't used it

spark wadi
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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

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It is also in A pose in blender, so color me confused

hybrid tinsel
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@spark wadi the avatar editor has a setting to enforce t-pose, is that checked?

spark wadi
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@hybrid tinsel yes it should be let me double check

spark wadi
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It does the show the model in a T Pose in the Avatar Settings

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so I am confused, is it in A or T Pose ?

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The blender file is also in A Pose ?

hybrid tinsel
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Well, in scene is it posed by your animation right?

manic abyss
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Is it possible to have parallel states going on?

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I want Blade Rotate to go on all the time
With the other stuff also running in parallel

hybrid tinsel
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@manic abyss put the blade animation on a second layer.

manic abyss
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Thanks, I did it 🙂

vague elm
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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

rose pagoda
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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

hybrid tinsel
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The actual imported file is read-only

hybrid tinsel
loud cobalt
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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?

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A bug?

rose pagoda
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thank you so much for all your help 🙂

mystic siren
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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)

woven birch
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is it possible to run headmoveing animation while it chanes thrue different animations

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pls help

vague elm
mint solar
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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.

hybrid tinsel
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@loud cobalt the ACTUAL normalized time should be the modulo of that value.

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@woven birch yes, by putting the head animation on a separate layer in the animator.

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@vague elm transform krys don't work for humanoid muscles.

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@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

vague elm
hybrid tinsel
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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.

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You could also edit the fbx file externally.

little path
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How would I go about "Injecting" an animation into another object? Assuming:

  1. Both objects have different Animator Controllers and a Humanoid Avatar
  2. The "Injector" has both an animation state as well as a direct reference to the animation clip asset it could use
  3. 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)
hybrid tinsel
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@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...?

little path
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The animation is confirmed working on all character's rigs

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I just want them to play this animation clip, without having their existing animator interfere with anything

novel citrus
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once again, everything lines up great individually but jitters constantly and overshoots when played

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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

hybrid tinsel
little path
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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

hybrid tinsel
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No, it wouldn't.

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that's why you'd use a timeline.

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So you can override the animator briefly.

little path
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So, like, temporarily give Fighter B the AnimatorController of Fighter A?

hybrid tinsel
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No. In the timeline, you can just play a animation clip on the character directly.

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It will override the animator until the animation track ends.

little path
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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?

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Without having to set it up in the inspector?

willow otter
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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

twin musk
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Do anyone know how to make smoother animations for a third person game? (3d)

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I used mixamo for the animations

loud cobalt
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Need help with this

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Pls

clear orbit
modest raptor
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Do you have any experience importing characters from Blender @clear orbit?

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Somehow only half my animations appear in the import

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Perhaps it's a question better suited for the blender discord

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My apologies if so

mystic siren
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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 :/

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The green is the Nav Mesh Agent..

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Is there a way to change the navmesh to start at his feet or is it the imported mesh that is messed up?

hard stone
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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

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Anyone know how to change my animation to look like his, or atleast do the same settings as he does

clear orbit
hard stone
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i did

clear orbit
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You need to add an animation track first

hard stone
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i can only create a new clip

clear orbit
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What ar eyou trying to do?

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you have no properties that are being animated

hard stone
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making the camera wobble

clear orbit
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Your animation has nothing on it

hard stone
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i have never animated before, i just tried following a tutorial, this one

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hmm weird, i just tried following his steps

clear orbit
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what do you want to animate?

hard stone
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the main camera

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so when you walk, it wobbles

clear orbit
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Ok. the reason you dont see what he sees is that your animation has no anmation data on it. Maybe you missed a step

hard stone
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okay, thanks. I will rewatch the video very closely again

#

if it doesn't work i'll come back here in like 5 minutes

clear orbit
#

ok

#

But as a sidenote, I think I would use cinemachine for the camera wobble

#

That tutorial is from 2013

hard stone
#

i, never heard of that

clear orbit
#

You dont want to follow it

hard stone
#

yeah i know but i couldn't find any good tutorials on camera wobble online

clear orbit
#

search for cinemachine

hard stone
#

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

clear orbit
#

its in the package manager

hard stone
#

is it build in?

clear orbit
#

yes

hard stone
#

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

clear orbit
#

Never seen that before

hard stone
#

...

#

oh boy

#

is it the correct one?

clear orbit
#

what version of unity do you have?

hard stone
#

how do i check

clear orbit
#

should be at the top of the screen

#

The white Bar

hard stone
#

2019.4.17f1

clear orbit
#

Should be fine.

hard stone
#

Maybe if we ping Everyone someone will come and help

clear orbit
#

Did you make a new project yourself, or is this an imported project?

hard stone
#

myself

clear orbit
#

Its weird. I would start a new project with nothing in it and use cinemachine.

#

Fixing stuff is not recommended

#

for starter projects

hard stone
#

Fixing stuff is not recommended?

#

what do you mean?

clear orbit
#

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

hard stone
#

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

clear orbit
#

Yeah

hard stone
#

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

clear orbit
#

Yeah. Good plan

hard stone
#

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

clear orbit
#

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

hard stone
#

well, the good news is all the scripts got exported, but the objects didn't

clear orbit
#

Yeah. I guess try again

hard stone
#

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

clear orbit
#

ARe they all gameObjects?

hard stone
#

If a camera is a game object then yes

clear orbit
#

You want to take a camera?

hard stone
#

I want to put the entire hierarchy in a folder so i can export it

clear orbit
#

Anyway. You could make an empty GO at 0,0,0...call it Stuff to export.

hard stone
#

i don't understand

clear orbit
#

make sure its at 0,0,0, then drag everything into that Object.

hard stone
#

make an empty GO?

clear orbit
#

Then drag it in to your project folder.

#

then export that

hard stone
#

what is a GO

clear orbit
#

GameObject

hard stone
#

oh haha

clear orbit
#

Yeah, its a long word

#

Have you tried drag and drop though?

hard stone
#

yes

#

it doesn't work

clear orbit
#

oh the other thing is to just copy the asset folder from 1 to the other through windows

#

export the scene

hard stone
#

the asset folder is in explorer right?

clear orbit
#

export scene is probaly what you want

clear orbit
hard stone
#

I can't find the assets in the folder

#

i only have the scripts

clear orbit
#

through windows?

hard stone
#

yes

#

these are all the folder i have

clear orbit
#

The assets folder

hard stone
#

and none of them contain anything that's named like my hierarchy items

clear orbit
#

go into Assets

hard stone
#

that last one is in assets

#

everything below that is all scripts

clear orbit
#

Yeah, so these must be all your Assets in your old project

hard stone
#

i think this explains it all

clear orbit
#

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

hard stone
#

...

#

i will try

#

how do i go to my scene?

clear orbit
#

Why those cameras dont work??

hard stone
#

no no camera's work

#

i think you understood it wrong

#

if a camera is a game object, then yes

clear orbit
#

No i emant to say WHy Cinemachien don't work...

hard stone
#

ooh

clear orbit
#

Maybe worth asking

hard stone
#

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

clear orbit
#

OK.

hard stone
#

@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

hasty ermine
#

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)

dim oak
#

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)

dim oak
#

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.

noble fog
#

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

noble fog
#

what, i dont understand

#

are the doors not opening?

#

like what do you want?

dim oak
noble fog
#

but it does not work in-game

dim oak
#

exactly

noble fog
#

so, what happens now?

#

does it only open once and then nothing happens or what?

dim oak
#

nope, not even once, I've got the main camera point at the door

noble fog
#

hmmm

#

can you see anything happen in the "Animator" window?

#

like, maybe the blue lines?

dim oak
#

let met check

noble fog
#

ok

dim oak
# noble fog 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

noble fog
noble fog
#

go to your object(either the spaceship or the door)

#

then see if it has an Animator component attatched to it

noble fog
#

hmm

#

i dont know srry

dim oak
clear orbit
# dim oak

Maybe the Open Door animation is not the one in the Animator

daring stratus
#

I'm trying to make my player break into pieces when he dies how should I make the model of the player

hybrid tinsel
#

In chunks I suppose.

#

@dim oak show us your transition settings in the animator?

dim oak
hybrid tinsel
#

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?

dim oak
dim oak
#

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

modest raptor
#

Select the animation state and show us the inspector for it

dim oak
#

The inspector for the node in the animator looks like this

modest raptor
#

The node in the animator is called a state but you showed it regardless

#

And you added the animator to the object?

trail smelt
#

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

dim oak
#

OK, I started from scratch and built a simplified prefab and animated it and that is all working. Now to isolate the differences.

hybrid tinsel
dim oak
#

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.

outer hedge
#

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

hard marlin
#

Help please

#

Can't add event to timeline

hybrid tinsel
#

@hard marlinThat looks like an imported animation... so you'd need to add events in the importer.

hard marlin
#

Can you send link to description "importer"

#

Idk what is it :3

hybrid tinsel
#

@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.

hard marlin
#

How to make animation not read only

hard marlin
twin musk
#

Anyone can help me how do I save my animation for in game?

#

im new to unity btw

celest crag
#

@twin musk Links with resources are pinned here. There are also tutorials on Unity Learn site.

twin musk
#

there isnt a link with how to export it in game

formal dock
#

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...

▶ Play video
novel citrus
#

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.

fair storm
#

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

opal kettle
#

try searching for animation rigging in unity if u want to do this in unity, animating character movements is slightly easier in blender.

fair storm
#

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

opal kettle
#

animations from blender import via fbx to unity.

fair storm
#

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 🙂

outer hedge
#

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

hybrid tinsel
#

@novel citrusAs has been mentioned, unity animations aren't based on frames. They are based on time.

coral juniper
#

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?

lime hull
#

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

queen plank
lime hull
#

yes

queen plank
#

that'll play at the start then

lime hull
#

AAAh

#

that makes much more sense

#

thanks mate

queen plank
#

you can create an empty state and set that as default if you don't want it

lime hull
#

ok thanks

slender zealot
#

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

coral juniper
#

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?

outer hedge
#

im so confused

broken turret
#

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!!

hybrid tinsel
#

@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.

broken turret
#

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

hybrid tinsel
#

@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.

broken turret
#

Ooh I see, blender slips in that armature there

hybrid tinsel
#

To edit an fbx in notepad it has to be a ascii formatted fbx rather than binary.

hybrid tinsel
#

For mixamo animations, converting to humanoid is usually the easiest solution.

broken turret
#

I'm not home right now, but I'd have to convert the one I want to apply the animation to humanoid right?

hybrid tinsel
#

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

broken turret
#

Yeah, how could I switch the one I want to animate to humanoid?

#

I have an active ragdoll setup so it's quite complex

slender zealot
hybrid tinsel
#

Correct.

ivory osprey
#

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

normal prawn
#

hello guys

#

i need some help

#

how can i loop this animation from frame 2nd to 6th

young salmon
#

Hello! Where can i find a default bone structure to work with in unity for the basic humanoid?

hybrid tinsel
hybrid tinsel
#

Have it as a separate animation

wintry sonnet
#

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.

hybrid tinsel
#

Er, all the frames in the animation window look the same to me

coarse cypress
outer hedge
#

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

outer hedge
#

anyone

outer hedge
#

at all

hybrid tinsel
#

@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?

outer hedge
#

I want another menu to pop in and scale on two axes as well

hybrid tinsel
#

Then you'd need to make actual animations that do that stuff

solid oriole
#

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

outer hedge
hybrid tinsel
#

You can google it just as well as I can

sage summit
#

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)

agile solstice
#

@sage summit Do you know if your animation is meant to use root motion or not?

sage summit
#

@agile solstice well it is fixed in place if thats what you mean

#

otherwise how can I tell?

#

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.

sage summit
#

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

hybrid tinsel
#

@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.

hybrid tinsel
#

I mostly do my scripted stuff on a parent object with the animation under it, except for stuff that moves individual bones.

sage summit
#

That's usually how I do it as well, but for some reason I decided to have the animator there now too

steady nest
#

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)

peak jasper
#

Hello i was wondering if there is news somewhere on how far the development on kinematica is? it looks very interesting to use

glad lava
#

how do I stop an animation looping and playing on awake in unity?

dim blade
#

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?

solid oriole
outer hedge
#

Do you have one that you found useful at all

celest crag
wintry sonnet
#

how do these numbers make sense? I have it set to "seconds"

hybrid tinsel
#

Is it set to 15 fps?

wintry sonnet
#

@hybrid tinsel yes

#

so is it says 1/15, 2/15, 3/15, etc?

hybrid tinsel
#

yes

#

If you set it to 60 it will probably be closer to what you're expecting.

scarlet roost
#

Hi, anyone familiar with using GameObjectRecorder? i'm recording an animation for the timeline, but the objects' x and y positions arent being recorded

earnest dune
#

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 🙂

hybrid tinsel
scarlet roost
hybrid tinsel
#

Hrm, interesting. How is it being moved? Script? Animation?

scarlet roost
hybrid tinsel
#

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?

hybrid tinsel
#

Ooh.

#

I was talking about using the unity recorder, which includes a game object recorder

scarlet roost
#

ohh okay, thank you for your time, though

livid edge
#

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:

dim blade
#

can somebody help the animation rigging bone render setup dont work

livid edge
#

sorry don't mind me 🤦‍♂️ found the Loop Time option lol

dim blade
#

needed to do it manually

#

but it dont bend

#

are the bones reverse?

#

somehow it is like a stick

#

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...

▶ Play video
broken turret
broken turret
broken turret
broken turret
hybrid tinsel
#

Ah, glad it worked 😄

proper bay
#

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

hybrid tinsel
#

Select one of the yellow marked transforms and hit 'f2'

#

Or you can mass edit them with search/replace in a text editor

coral herald
#

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)

hybrid tinsel
#

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

toxic wind
#

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?

fallen sphinx
#

Does this channel include animation rigging?

fallen sphinx
#

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.

mint loom
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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?

hybrid tinsel
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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.

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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.

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But hand designing a two weapon attack is almost certainly easier

lone prism
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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!

hybrid tinsel
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That is the typical workflow

lone prism
hybrid tinsel
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Unity animation is based on time, not frames, so at best you can get an approximation.

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You can use animationState.normalizedTime

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And then multiply that by the length of the clip to get the actual time in seconds

coral herald
toxic wind
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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

hybrid tinsel
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Either disable it from the script that called it in the first place, or use a trigger instead of a bool

hybrid tinsel
toxic wind
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hmmmm are we talking abut behaviour trees?

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or maybe using events inside the clip?

toxic wind
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thanks

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ohhh ok so you add it like that

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👍

hybrid tinsel
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Yup.

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It is just like adding a script to a game object, except you get stuff like OnStateExit()

toxic wind
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I was actually adding clip events to a script yep

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but this allows me to delegate the task of creating the animation to the designer 😄

hybrid tinsel
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Yup.

dark hull
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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?

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thanks alot!

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Its driving me NUTS

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Seems like trouble between AVATAR and model, Avatar -> Animator seems ok

hybrid tinsel
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Is the model actually skinned?

dark hull
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Skinned? I'm not sure i follow

slim summit
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Whats some good websites for animations?

magic vapor
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mixamo

bold kite
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How do I render the inside of a sphere, as in the camera is inside of the sphere

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help

uncut salmon
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Make a sphere in Blender, invert the faces, and then put the camera inside.

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Not sure what this has to do with animations though.

bold kite
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i didnt know where else to ask

hybrid tinsel
dark hull
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Oh... And that happens in 3D software, or is there a way to do it in unity?

hybrid tinsel
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You can probably do it in unity but that is something you'd probably want to do in 3d software

jovial maple
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Why does my AnimationState return null when I assign an Animation with a clip name (that exists) to it? The method is:

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public void SetClip(string clip, Animation anim) { this.Animate = anim[clip]; }

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For some reason, the name of the clip is not returning an value to the animation despite matching my clip name.

hybrid tinsel
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What exactly are you trying to do there?

jovial maple
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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.

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No change in my sprite animation though upon using Sample() though, so I wonder how "sampling" works exactly.

past plover
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Im having some difficulty with a simple animation trigger that Im trying to have occur

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Im trying to have a simple gun idle animation transition into a firing animation when the trigger is activated ("Image(Animator)" shown below)

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(my "PlayerMovement" Code)

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(Unity UI to show the Animator is hooked up to my Player Movement script)

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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

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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

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but the shoot animation is not being triggered unfortuneately

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not sure why tho

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any ideas?

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Feel free to reply if any other information is needed!

hybrid tinsel
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@past ploverwhile the game is running, keep the animator window open and see if the trigger is being activated?

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Also, what are the conditions for exiting the firing state?

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You might be triggering it and immediately exiting it

hybrid tinsel
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And what happens if you disable the transition out of the shoot state

past plover
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Tried deleting the exit transition from the shoot state

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nothing happens lol

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so could it be that its not entering the idle state?

hybrid tinsel
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You're sure that's the correct animator?

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and wait, why do you have an any state transition?

past plover
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tried searching for solutions and thought an any state transition might work too

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obviously now it doesnt lol

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also yeah its the correct animator

strong dome
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i need to make Blend greater than 0.3 or less than -0.3, is there any way to do this?

past plover
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I changed my code to grab the animator by itself to maybe try that

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it does grab the animator

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but it still doesnt work

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its really weird, considering scrapping it and trying from scratch to see where I messed up

rough quartz
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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

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in that spot its the rig, and the mesh simply sisapears

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disapears

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all animations make the mesh move out of place

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I corrected copying the avatar source from other copy of an old avatar

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dont know why it worked

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but now have this

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on all my animations

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I corrected the problem again copaying the avatar from a previus mesh

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dont know what was the problem or why it got fixed

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nop not fixed

rough quartz
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ok I think the root might have problems, its the hierarchy object of the bones that is not setup on the avatar I think

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well but even so does not make sence because the rest of the avatar should not be flying up in the air

hybrid tinsel
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@strong domeJust add a second transition with the less than

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And it will trigger for either

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(NOT an additional condition on the same transition)

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@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.

vestal coral
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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.

jovial eagle
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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.

rough quartz
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@hybrid tinselthanks for the help, I redid the character and the problem disapear, probably some badly setup script

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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

hybrid tinsel
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Can you rephrase the question?

rough quartz
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Making the character final Animation position INTO the world position

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ok fixed, I had to get the root trnasform position (xz) not ticked in the animation import

rough quartz
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ok I found out my original problem, animation rigging is having conflict with the avatar animation rig, they are not working together

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if I aply a constraint it buggs

strong dome
rough quartz
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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

rough quartz
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I really need help some one that know how to setup humanoid avatar with animations using bone rigging

rough quartz
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Ok fixed with exporta defenitions in blender

vestal coral
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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.

fair storm
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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 😢

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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

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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

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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

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Here being an existing animation

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And here being mine

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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

hallow ledge
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How does one create an animation for animating the sprite value of a SpriteRenderer during runtime outside of the Unity Editor.

keen cloud
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how do i get it to change start position at instantiated position

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currently when its spawned in it plays the animation where i set it up

hybrid tinsel
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@fair stormYou need to properly set the humanoid avatar for your new animations.

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@keen cloudAdd an empty parent object and use that to place it.

keen cloud
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gotcha

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That makes more sense

hybrid tinsel
# keen cloud gotcha

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.

livid edge
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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!

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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

hallow plover
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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?

inland cove
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In the Animation Timeline, how do I move the PlayHead Arrow to a certain keyframe's exact position without having to drag it manually?

peak silo
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How can I flip my sprite while using skeletal animation?

peak silo
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Zooming in should also bring you to the exact position

hybrid tinsel
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@peak silo scale the parent to negative on the x axis.

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@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.

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@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.

vestal coral
fringe berry
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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?

rustic pier
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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?

slim summit
slim summit
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so, i worked it out. It turned out the synty avatar was affecting my ability to animate

dense bear
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Can images do a spritesheet animation? Or does the game object have to have use the sprite renderer?

hybrid tinsel
hybrid tinsel
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This is the entire set of bones that a humanoid avatar looks at.

fringe berry
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maybe i am being mislead by the picture

hybrid tinsel
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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.

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Unity's bone renderer is a bit misleading in that respect.

fringe berry
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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

hybrid tinsel
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Since it is meant to show the hierarchy more than the actual transforms

fringe berry
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it even ignores it on the original model not just on retargetted

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well ill just go with it being a visual connection even though its misleading, thanks for the insight

hybrid tinsel
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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.

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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.

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And no problem 😄

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And if you need the l and r hip movement, you can probably handle that with the upper leg bones?

fringe berry
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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)

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so to remove them meant redoing like 15 hours of animations!

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and im not good at animating so it was quite offputting

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and i didnt continue with it. ill simply avoid hip L/R this time when i rig!

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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

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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

upbeat rivet
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guys need help

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when animator goes to Fall or InAir, it always back in frame to the Idle

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the "code"

west delta
upbeat rivet
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not vs only

west delta
upbeat rivet
west delta
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dunno

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Play it and watch the animator toggle between states

velvet pivot
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Hi, I have been trying to use the skeletal animations and I got into a slight problem- how do I put the character together

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nevermind

upbeat rivet
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@west delta problem solved - i had repetitive animation playing
thanks for any help

peak jasper
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Are there tutorials about animations that possibly include the leg rotation when facing the camera standing still

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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

granite olive
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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?

fickle zephyr
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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

quartz brook
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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.

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Basically, I'm trying to make a ragdolling state for the animator without having to disable the Animator component for some fancy animation stuff

fluid sage
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hey im trying to make a system projectile similar to this one

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but how i have it wont worklike sticking into the ground

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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

hybrid tinsel
fringe berry
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sweet thanks a lot 🙂

hybrid tinsel
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@fluid sageI'd not use an animation for that; you'd probably want to use a script and/or a particle system.

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Especially since you'll probably want to be tracking the impacts of each sword

dapper barn
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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!!

uncut salmon
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Or even pack it all into a single one.

dapper barn
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so that adding new character would not be a headache, I assume packing everything into single one would be hard to manage

uncut salmon
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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.

dapper barn
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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

uncut salmon
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That solely depends on your art style

dapper barn
uncut salmon
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If you want a fluid pixel animation, you kind of have to make it unique, if the different versions are different body types.

dapper barn
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ahh make sense, thanks!!

uncut salmon
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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.

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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

dapper barn
dapper barn
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I always just thought it's not feasible

uncut salmon
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Yeah, some do. You really have no choice.

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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.

dapper barn
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unless it's like stick ranger (one of my fav game), using ragdoll animations

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then it should be relatively much more easy right?

uncut salmon
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Easier in the sense of animations, possibly yeah. If animating ragdolls is more your strength.

cinder wren
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I have 2D pixelart character with Body, Arms and Head spritesheets

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I have different variants of Heads, Body and Arm spritesheets

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What's the recommended to combine these spritesheets in my game?

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I have an AnimatorController (to switch between Idle & Walking) and I was trying to use the Animator Layers

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Unfortunately the "additive" property doesn't seem to work in my case :/

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anyone have any hints on how to do this?

hybrid tinsel
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@cinder wren what do you mean by not working?

cinder wren
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It's used for adding together rigging

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not for swapping out pixel art frames/sprites like I expected

hybrid tinsel
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For swapping sprites you'd use a sprite library usually.

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Though you could also use synced layers, which are probably closer to what you thought additive ones were

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That's what you'd use if you had a set of animations for each version of the character

inland cove
twin musk
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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.

dawn spade
#

Hey guys I have a problem when I try to animate my character but animator dont save it