#šŸƒā”ƒanimation

1 messages Ā· Page 86 of 1

dawn spade
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how to fix it

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?

hybrid tinsel
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Did you click the red circle button?

dawn spade
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yes

hybrid tinsel
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Put the collider on an object inside the animated hierarchy?

dawn spade
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how to fix it???

peak silo
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Try scrolling your middle mouse button to zoom in. Then you can press directly above your keyframes as there are only so many positions on the track directly ontop of the keyframes.

inland cove
peak jasper
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Hello so i want to make my player character do a pivot animation when turning to face the camera this is what i have so far.
This is the most important code doing it.

float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
animator.SetFloat("Turning", rotationVelocity * 0.3f, 0.1f,Time.fixedDeltaTime);

The thing i wonder about is how i can make the animation look better

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cause now it kinda does it unnaturally, i wonder if anyone has ideas on how to improve it (blendtree is -1 to 1)

twin musk
fluid sage
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i wanna use a particle system but idk how, and i cant do scripts sinc ethey dont work in vrc

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i just dont know how though

hybrid thistle
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Hey, I am beginer and I need help setting up animations for my 2D platformer game in unity2D. I was following Blackthornpod“s tutorial for movement and for animations too, but in the animations tutorial the script seems to be edited and I dont know where to write which code. Can anyone help me?

peak silo
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So, when I flip my character they transport to a different area, does anyone have a fix for this?

hybrid tinsel
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@peak silo set your pivot correctly.

fluid sage
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yeah i still cant figure out hwo to do this with a particle system properly

peak silo
trail smelt
hybrid tinsel
marble jolt
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I'm new to the animation suite in Unity. I have a project at work where I need to tweak an animation clip asset. I have the corresponding prefab its animating open but I'm not sure how I can get a preview happening. The root object have an Animator attached but I'm really not sure how to be in a state where I can preview my animations (Not counting starting the game and previewing it)

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"add property" is grayed out in the Animation window as well.., like how would I figure out what windows/objects to open/select to make sure it's working for me?

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nevermind.., found out the mistake I was doing
For others:
I had selected the clip in the project explorer. Then I locked the animation window and went into my prefab. Even though this technically is the correct clip with the corresponding object it won't recognize it. Instead I had to unlock my animation window and then select the object for the same clip to pop up in the animation window (but this time it's editable and previewable)

hybrid tinsel
peak silo
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Does anyone know how to fix an error where the character moves to the other side of the screen when being flipped?

fluid sage
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Question, when it comes to effecting particles in the animator if I have a particle that is set to lifetime say 10000 itll last a long time and has a death particle, but if I put a animation in the layer that changes it from that to 1 when its active does it just vanish or will it die playing the death particle?

round carbon
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I'm trying to keep this old school and mobile friendly but should I add more animation frames?

cinder wren
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Does anyone know why this pixel glitch appears?

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Everything looks fine in my Sprite Editor

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This also doesn't happen when I play the animation in the Scene window

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only in the Game window

twin musk
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how do i add animations if there already added so i dont waste my time?

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there is an animation that comes with an asset

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idk how do i add it to the animator tool

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@twin cobalt

twin cobalt
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Ohu so uhm it's 2d or 3d

twin musk
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2d

twin cobalt
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Ohk so you would have the Sprite sheet of the animation right ?

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@twin musk

twin musk
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@twin cobalt

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the animation is already made

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isdk how to add it to the animator

twin cobalt
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Oh so now just attach the animation to the object and then go to animator tab

twin musk
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alrightyyy

twin cobalt
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And then open animation tab

twin musk
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tyyyyy

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works just fine :DDD

twin cobalt
twin musk
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:DDD

marble frigate
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got the same problem, would be cool for anyone to look into this

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Yo, so ive got a problem with animations in the timeline

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the guy just snaps back to the place

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ive already tried numerous searches and messed around with the timeline itself but i cant find a solution

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can someone help me out?

fringe berry
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I can not add events to an animation. i click on the frame and click add event but nothing happens. the button is greyed out. same with add keyframe and record button.

uncut salmon
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You need to have an object selected which contains an animator that has the animation on it.

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Well, you don't necessarily, but if you're trying to add an event to a specific object, make sure you have it selected so you can access it's functions.

fringe berry
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ty osteel. turns out you need to duplicate the mixamo animation to change it from readonly to writeable

uncut salmon
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Yes, you do.

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Any imported animation will be read-only. You need duplicate them to modify them.

fervent mica
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i am having a problem when i add a animation in timeline my character changes position anyone can tell why??

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thanks in advance

hazy echo
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My animation is displaying funny in unity, im wondering if anyone here can help.

hybrid tinsel
hazy echo
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I exported the fbx weirdly and the staff was becoming non orthogonal or something, gotta figure out how to fix that, shouldnt be too mucb

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Much

marble frigate
keen thorn
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hi i added animations to my game but i am struggling to find out how to make the head and the body follow the camera like in csgo
if i look up or down this happens

fervent mica
graceful dome
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i used AnimationRigging only to make the hands attach to the weapon

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when i use Animation rigging on 1 hand the head weirdness is les than when i have it on 2 hands

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anyone knows why this is happening?

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this head juggling is waay too bad

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how do i fix this

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please ping me when someone responds

marble frigate
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My animated character moves to 0 0 0 position when the timeline is started, both in scene view and in-game view. I'm trying to make a cutscene where he walks to the right and then goes idle, it works but when the second animation (Idle) starts he goes back to 0 0 0 position, completely ignoring previous movements. I've attempted disabling root motion etc. The only thing that worked was setting an off-set in the timeline for that animation but it's too clunky and annoying, is there any other way to make him walk like he should?

hybrid tinsel
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@marble frigate animations are relative to their parent object, so putting a root object above the animated object in the prefab would let you set the 'zero point'

stuck garnet
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Hey, so I downloaded a character and some animation from mixamo, idle, walk, run and falling animations are working perfectly, but the landing animation are not working properly, in the inspector view as well as when the animation is played in game the character starts to play the animation way above the ground

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Is there any way to fix this?

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I tried 3 different landing animations from mixamo, all of the are showing same problems

stuck garnet
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Update: fixed it, just had to tick the root transform in Y axis, didn't did it earlier as it was red

hybrid tinsel
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Yeah, it was probably red because that isn't a looping animation

graceful dome
mellow cradle
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I made a 3d model and rigged it and animated it

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Are you proud of me?

mortal wadi
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hey, i am having trouble slicing the spritesheet of the jumping movement

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i know they all have different sizes so, how do i know where to slice?

tired basin
rose spire
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Hey im new, should I start animating with blender? or anim rigging system in unity

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I just need simple 3-5 sec anims of idles and walking etc

surreal lily
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I used to be the head spinny when trying to follow with camera guy
now i'm the head barely moves at all when trying to follow with camera guy
For reference, I'm using Unity's Animation Rigging package to override the animations for the character that I am using, so that the head looks in the direction that the player is looking, which also gets rid of the issue with the player seeing the head.
I'm currently recording it for reference

mortal wadi
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I tried manually

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but even if I try to adjust the frames, it looks awful still

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not natural at all

mortal wadi
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then you can go to more complex things

charred flicker
lapis sun
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hey im following a tutorial and im a little confused about something. Can anyone help me figure out how to achieve this?
We now need to create a new blend tree with the type 2D Freeform Cartesian. It should look like that:

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How do I create a new blend tree like this in unity 2020?

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nvm

lapis sun
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I meant how to get to the blend tree graph hes on, but I figured out you just double click the newly created blendtree

mortal wadi
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i went to animator and right clicked

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sorry if i am not helpful enough but i think that might help

lapis sun
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no your fine, I figured out what I was confused about. Thanks

dusk granite
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Okay so i have a weird issue that I don't know how to solve. In the preview window, the trident moves up and down when the diver is moving, as exected. But in game, the trident is completly stationary. Could it be that the way i parented the trident to the bone (Ctrl P) is what messed this up? Should I use a constraint instead? I'm totally lost on this. It's a humanoid rig btw

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and if it's important, i baked and set everything to original on all clips

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actually i just noticed, the hand seems to rotate 90 degrees when it shouldn't. uhh....

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wait i think i know the issue, might be my blend tree

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YEP IT WAS MY BLEND TREE, NVM

meager trout
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I wanted to achieve this liquid tilting effect.

Currently I'm trying with sprite sheet.

What I did:

  • Holder tilting.

  • Stretched sprite horizontally such that it's visible inside the mask.

  • pivot top center and keep the liquid horizontal wrt world.

Not able to scale down the the liquid value wrt to the tilt angle.

Could anyone align me in the right direction ??

clear orbit
# rose spire Hey im new, should I start animating with blender? or anim rigging system in uni...

If you are just looking for idles and walks, just use Mixamo. You would only need Blender if you wanted to create armatures. if you want to just start using animations that are already made, you can just use unitys animation system with imported animations, since you will have to learn to use it eventually anyway. Treat Blender as a resource for anything that can't be achieved in Unity. Unless you are already familiar with Blender. You don't need animation Rigging unless you want to use IK, and building a rig in Blender to animate is fine, but it's not a straight forward path, and I'm not sure the rigs even transfer , and if they do it takes a lot of work to make them and get them into Unity, at which point you will still have to deal with Unity's animation system anyway.

hybrid tinsel
agile kernel
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Hello I have come in search of the esoteric truth of the Unity animation window.
I go into keyframe recording mode. I rotate the shoulder of the ragdoll. It automatically creates a keyframe. I click create keyframe anyway. I rotate the shoulder again just to be sure.

I exit keyframe recording mode and click play, and my changes to the rotation are gone. The new keyframes are created, but they have the exact same rotation as the base keyframes I copied and pasted into the animation start with. Also their names are grey and I can not change them with the mouse slider.
This was not mentioned on the manual page I read.

hybrid tinsel
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Is this a humanoid or a generic rig?

meager trout
meager trout
agile kernel
hybrid tinsel
agile kernel
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:o

hybrid tinsel
meager trout
hybrid tinsel
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In that, it looks like the level isn't really simulated at all but is strictly based on the quantity of each color

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If you're tracking how much of each is in there, you can just move your mask based on that?

meager trout
hybrid tinsel
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So what's the problem?

hybrid tinsel
meager trout
hybrid tinsel
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So don't do that?

meager trout
hybrid tinsel
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I'd avoid using scale and just adjust the mask personally

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Well no, if I was making it myself I'd do it in a shader but if I was doing it with transforms

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Then that's how

meager trout
hybrid tinsel
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Ah. So yeah, I can understand why you're scaling it in that case but it still is a lot of pain

meager trout
hybrid tinsel
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If each layer is a separate object, you can use a rectangle to approximate the shape of the layer and as the width gets wider proportionally scale it down on the y to preserve the volume.

meager trout
agile kernel
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It works, I can make animations with a ragdoll set to generic, thanks.

dusk granite
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is it possible to add AnimatioEvents to readonly animations without having to fiddle around with making duplicates and what not?

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or nvm i solved it

dim blade
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Heyy all šŸ™‚
Does somebody know how to make such a walking animation or grapping stretch like here? - i try to replicate it because i find the walking animation tooooo cute. Can somebody help. Somehow i can get to manage it with the animation rigging system? - Do i need to make a model in blender?

upper shadow
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hey, I don't need to do this yet, it won't be til later on.
but how does one go about making animations [like character walking] in 3d unity? should I use blender? is there rigs? is there an animation maker in unity? etc.
where would I go to learn about this best?

tacit geyser
# upper shadow hey, I don't need to do this yet, it won't be til later on. but how does one go ...

I Heart Game Dev has a great series breaking down the basics
https://www.youtube.com/watch?v=-FhvQDqmgmU&list=PLwyUzJb_FNeTQwyGujWRLqnfKpV-cj-eO

Learn how to properly export characters and animations from Adobe's free Mixamo platform and import them to Unity 3D. You'll also learn some beginner-friendly animation knowledge!

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ā–¶ Play video
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Animation question myself though: Curious if there's any way to animate bones on a character outside the Humanoid avatar. I'm using humanoid animations from Mixamo with a Humanoid avatar, but my character also has a tail. I was hoping I could just animate the bones for the tail, but trying to add keyframes gives an error saying the the Property is missing. I guess without the bone being in the avatar, you can't key them? Am I just SoL?

neon phoenix
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im new to this so could someone help me with this?

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this is the first frame of the attack animation

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and this is the second

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the height of the character model changes and instead of the entire model startintg from the base it shifts to the middle

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so the character instead of getting taller it gets longer on both sides

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what can i do to fix this?

charred wadi
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Really hoping someone here can help me fix an issue I’m having with my character animation. I’m making a topdown game that uses a 3D world and game objects but 2D sprites applied to those game objects. It runs fine and my characters animate okay, I’ve also got the different states down so the character changes to its run animation when its speed is greater than 0.01 etc. etc. My issue is that the run animation doesn’t play when moving the character directly horizontally, i.e. pressing only the left or right arrow keys. The idle animation just keeps playing while the character moves around. There’s no issues when moving vertically or even diagonally, only horizontally. I’ve tried googling and searching on forums, but nobody seems to have asked about this issue before. I’ll provide scripts and stuff if needed

clear orbit
charred wadi
# clear orbit Maybe "has EXit Time" is checked?

It’s not, and it transitions from idle to run fine when moving the character vertically and diagonally, it’s only with horizontal movement where the idle animation keeps playing instead of playing the run animation

rough quartz
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guys I am using tow bone ik constraint, its is working I assigned it to the target, and if I move the target everything is ok but is I move its parent the constraint dont follow it any help?

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fixed, need to add rigTransform to the parent

hybrid tinsel
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@neon phoenixPut the pivot point at the bottom of the character.

tacit geyser
hybrid tinsel
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Yes.

tacit geyser
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Ahh okay okay. Slightly different issue than this I think. I'm trying to re-target Mixamo animations to a character I have with extra bones. I want to animate the tail on top of the Humanoid mocap. The Mixamo rigs obviously don't have tail bones so I can't add them to the Mask. Is there a way to add a mask to the actual character Avatar that's getting the re-target animations? So far I've only found the mask slot on individual animations

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@hybrid tinsel

hybrid tinsel
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I know that you can do it but don't remember the specifics of how

tacit geyser
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Hmm, okay. I'll try and dig into it

barren roost
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bruh

novel citrus
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my animation is still horribly desynced when playing, the first is it in gameplay, and the second is the same spot in unity's preview
the two don't match at all
is there any way to fix this?

barren roost
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can someone help me with the animations?

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:l

keen cloud
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Nice

strong dome
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i create a humanoid animation but i can't figure out this error. I try the drag foot.l to lowerleg.l but when i run game cancels my changes even i apply

velvet pivot
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Hi, I am trying to get skeletal animations working but when I generate the generate the geometry, it only generates the mesh on the main bone, why?

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and yes all the bones are connected, even head

novel citrus
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half the time when i close the animation window and reopen it the keyframes will have moved to entirely different places onscreen

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they just did it again

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i closed the animation tab for 15 seconds and reopened it and everything was out of place when i came back

hybrid tinsel
hybrid tinsel
velvet pivot
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double click? for some reason I didn't try that

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Thanks a lot for answering!

hybrid tinsel
novel citrus
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no, when i close it then reopen the animation window the animations are now in a visibly different position, even when i look at the same frame as before

hybrid tinsel
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Weird

upper shadow
tired basin
upper shadow
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Been trying to make a good rig for a human, but if I rotate any of the bodyparts inside of bodyparts, they skew all weird. how can I not have this happen?

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example:

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nvm I figured it out. seems kinda clunky to not be able to do it like that though..

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can't do part inside part inside part

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can do part inside part

upper shadow
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tfw you're animating but you forgot to click record animation and so you spent a bunch of time setting up a frame and then it just reverts

upper shadow
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thoughts?

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question: how can I get this menu to pop up? do I need to export my character somehow or something?

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cus when I just turn my character into a prefab this doesn't come up when I click it

misty elm
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Is it possible to stop the timeline looping while editing an animation?

crude path
upper shadow
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I wanted to make my own

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ĀÆ_(惄)_/ĀÆ

crude path
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I see

upper shadow
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thinking it might've been better to use mixamo

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tbh

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mainly because I accidentally permanently got rid of the character rig

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and I'm trying to remake it and failing to remember how things were parented

crude path
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You can always go back to using it

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So no problem at all

upper shadow
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yeah. it's just a bit disappointing creating something and then losing it lol

crude path
upper shadow
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true that

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I did get a video of the animation so that's cool I suppose c:

cerulean skiff
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If anyone is out there, could I get some help with some Generic Animations and Root Motion?

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Not descriptive I know but it's just a very complex problem

hybrid tinsel
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Can you actually describe the problem?

neon phoenix
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second issue is why some knives dark and some are not (how they should be)'

stuck trout
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why am i getting this error? i dont have any duplicates

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is there an order i need my bones to be in?

hybrid tinsel
hybrid tinsel
spiral sonnet
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anyonw knows how to make this type of animations https://youtu.be/Lqvao6swRSY?t=299 it is show in this minute

Go check out LootLocker: https://www.lootlocker.io/?utm_medium=influencer&utm_source=youtube&utm_campaign=barji

You guys bullied me into making a game. Here's part one to that story.

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ā–¶ Play video
stuck trout
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nevermind, i will create a new avatar and make it myself. awesome. thank you so much!!! @hybrid tinsel

spiral sonnet
stuck trout
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how can i make my character tpose?

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i tried to do "enforce t-pose" but it only makes the bones tpose and not the character

bronze horizon
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your rigging is simply flawed, but it doenst look bad though

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also: use an extra bone at the end of your bones(tell unity thats the last bone)

odd fractal
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alright so I'm really newbie with animations since I'm a coder, but I did a melee attack animation for a prototype cube in a RTS. However, the attack state is defined in a Finite State Machine through script, and I'm aware of the animator controller but I'm not aware on how would I be able to get custom parameters inside the animator controller for my unit's state

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Is there any way I could get my cube's finite state machine's state as a parameter inside the animator controller to specify "according to the c# script, you're attacking, then you should play the this animation"

stuck trout
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or because the character was originaly built in blender should i do it in blender

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my problem is that when i move the bones it wont move the character. i really dont know why

pearl horizon
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i dont know if this fits here or in code

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but how would i animate an object to go to a certain place, no matter its starting point? (location and rotation)

hybrid tinsel
hybrid tinsel
bronze horizon
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if you can spare 3000€/year, then go for maya

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or some autodesk shiat

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blender has major problems that wont get fixed, but it does not matter for you in case of learning the basic stuff

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you just take a basic rigged humanoid and then create an avatar

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then you place some ik script on top and start having fun

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ik= having animations and modify some bones, like overwriting the some values of the animation

cerulean skiff
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How would I go about extracting a Generic Animation that came attached to a model and be able to put it on my Generic Player Model?

stuck trout
twin musk
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Hey guys idk if this is a model problem, but how do I get it so that when his head rotates it doesn't just break appart but will stretch?

hybrid tinsel
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Is the model rigged with bones?

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Or are you literally just rotating sub meshes?

charred belfry
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Don't cross-post. Also, this is a Unity server, not blender. There is no place for this here.

twin musk
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Blender To Unity : We creating a humanoid rig and created some animations and then exported them to unity. There seems to be A lot of Warning like this :

hybrid tinsel
cerulean skiff
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I can't view Generic Animations on my Generic Player Model. I've tried pressing Control D to get the Animation by itself but whenever I try to preview it, it just shows my character in a T pose

sly dagger
hybrid tinsel
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For that one it was a combination of a bunch of stuff; the built in unity constraints for the legs, 2dik package for the arms, animation toolkit and constraints for the hair

sly dagger
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Cool. I've dug into the 2dik package and use it for my character's arms when aiming. I need to look into the animation toolkit constraints more.

cerulean skiff
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What is the most efficient way to retarget a Generic Animation?

hybrid tinsel
hybrid tinsel
cerulean skiff
hybrid tinsel
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When you say generic animations, you mean that it is a 'generic rig' type in the importer?

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Or something else

cerulean skiff
# hybrid tinsel Or something else

My Player Model is a Generic Type. I got an Animation Pack from the Asset Store that has a bunch of animations in FBXs, both in Humanoid and Generic. So I obviously went into the Generic one, where they are all on FBX models, but when I extract the animatioon, it's just my PM doing a T

hybrid tinsel
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Unity has no retargeting system for generic animations; the entire point of the humanoid system is to allow retargeting.

If your generic rig is identical in setup to your player rig, you can use animations from it, but you might not have a 1:1 result

cerulean skiff
hybrid tinsel
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Not sure how you got that from what I said.

cerulean skiff
hybrid tinsel
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Yes. You just have to choose a transform to be the root.

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(And enable root motion, of course)

cerulean skiff
hybrid tinsel
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The animation clip

cerulean skiff
# hybrid tinsel The animation clip

That actually relates a problem that has been facing me for about a month:
When my (Generic) Player does a (Generic) animation that sends him forward, he always teleports back to the point of origin after performing said animation

hybrid tinsel
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Then you either aren't using root motion or you have the wrong transform selected as the root

cerulean skiff
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Root Motion is enabled and I'm very positive I have the correct Transform selected

cerulean skiff
hybrid tinsel
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It might be contributing to it

cerulean skiff
# hybrid tinsel It might be contributing to it

Ok first, how can you be sure what Transform you need selected as the root for the Player and/or animation? Because I'lm 90% sure that my Player has the right Root selected but I'm not sure

hybrid tinsel
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The transform that actually does the moving.

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On most humanoids it will be the hips

cerulean skiff
hybrid tinsel
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I'm not sure why you're not just using humanoids in this situation and letting unity handle all the remapping.

cerulean skiff
hybrid tinsel
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Anyway, any animation that is not on the transform you select will not contribute to root motion

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I mean, I'm still not entirely sure you get the difference between the types of rig, so humor me- what aren't they capable of? I can think of a couple possibilities, but...

cerulean skiff
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Not well anyway

hybrid tinsel
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Yeah, but you said that all the animations you were using were humanoid

cerulean skiff
hybrid tinsel
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Ah.

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Anyway, you do also need to enable root motion in the animator, aside from enabling it per clip

cerulean skiff
hybrid tinsel
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Yeah, the tools for fine tuning root motion are part of the humanoid tools. I believe there is a way by code to adjust things in a generic clip but otherwise it just uses the raw motion curve of the animation's root.

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You might be able to do more in the importer, not certain since I've not experimented with that.

cerulean skiff
hybrid tinsel
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Yes

cerulean skiff
# hybrid tinsel Yes

It looks like the root on my Player is on an FBX animation file, but I still tried to view the preview and it's still my player in a T

cerulean skiff
# hybrid tinsel Yes

Ok wait... now the animation is playing... but my Player is still in a T but still going through the motions if that makes sense

hybrid tinsel
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Probably means the transforms don't match other than the root

cerulean skiff
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Additionally, what's the Extra Transforms to Expose thing underneath the Rig tab?

hybrid tinsel
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That is for adding things like wings, tails, etc

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They don't get remapped but you have to add them there or they'll just be discarded entirely

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And you'd correct it by making the hierarchies of both the character and the animated file match

cerulean skiff
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So is there a solution to this T pose motion thing?

hybrid tinsel
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Yeah, the humanoid animation system. šŸ˜„

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But more generally, making the animation source and the character rig match.

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Any mismatches will break things.

#

Generic rigs assume that any animations you use with it will be using essentially the same rig, with the same names and the same hierarchy.

cerulean skiff
hybrid tinsel
#

No, it isn't odd.

#

The humanoid system was specifically designed to allow a variety of inputs to be retargeted to each other, because that isn't something you can just do with generic animations.

How is it supposed to retarget the animation from a generic rig, when it knows nothing about that rig's structure?

#

Retargeting becomes possible because everything is mapped to a known structure. Generics can be anything.

shut harbor
#

Is anyone online who could help with animation rigging?

shut harbor
#

while using Multi-Aim Constraint my weapon is rotating on yaw axis even though the Aim Axis, and Up Axis are set up correctly as well as working correctly. Here is the clip.

cerulean skiff
glass cove
#

Hey good morning everyone!

cerulean skiff
glass cove
#

Dont know if someone could recommend me on this

#

Im trying to use a package of animations that i got

#

However, my character does not respond really well to it

#

tried copying my own avatar to the rig of the animation

#

But seems to not be compatible

#

However the animation plays closely the same

#

(slightly weird feets only)

cerulean skiff
#

Hmmm ok what rig type is your player model and animation, respectively

glass cove
#

So they are humanoids

cerulean skiff
#

animation and model?

glass cove
#

yes

#

However when i try to replace the Copy From another Avatar it wont get replaced

#

Create from Other avatar**

cerulean skiff
#

I take it you're talking about an FBX file, correct?

glass cove
#

sure

cerulean skiff
#

I'm going to take that as a yes

#

If they're both humanoid, then you shouldn't need to alter the rig in any way

#

Especially because doing so can really screw up the animation

glass cove
#

but if the avatars are different shouldnt i use the one from my model?

cerulean skiff
#

No no no, see the great thing about Humanoid rigs is that they work almost perfectly with any other Humanoid Rig, since all Humanoid Rigs have the exact same bone structure and root maps

#

So all you need to do is just take the animation out of the FBX and you can use it. Problem solved

topaz meadow
#

hey people sorry for interrupting but i need help with a rig character for vr

cerulean skiff
#

Don't be sorry

#

And I've never done anything with VR so that's not something I'd know the answer to

glass cove
cerulean skiff
glass cove
#

It does the same unfortunately.. hands and feet are displaced

#

its really slightly, but enough to make it look weird

cerulean skiff
#

Ok, what Animation Pack are you using

#

And what is your Model you're trying to put it on

glass cove
#

Is it okay if i PM you?

cerulean skiff
cerulean skiff
#

How do you scale animations to fit a player model? I have some animations I'm using but my model is much larger than them, and so it messes up the position. How do I scale up the animations properly to fit the Model?

twin musk
#

does anyone know why i cant record my animation

twin musk
#

nvm got it

hybrid tinsel
hybrid tinsel
#

You... er, seem to be looking at it entirely backwards.

#

They didn't 'take away features' from generic rigs like you seem to think.

#

They added humanoid rigs to support those extra features, and those features work BECAUSE of the limitations.

#

If you want a super fancy and customizable retargeting solution that works with anything get houdini I guess.

#

It feels a bit like you're complaining about not being able to protect yourself from the rain because you have chosen not to put a roof on your house.

cerulean skiff
hybrid tinsel
#

Asking questions is good, but you also seem to have a lot of preconceived notions that are getting in your way.

#

We're all leaning here šŸ˜„

shy dove
#

Anybody here able to clue me in to how can I make my 3rd person characters gun follow the crosshair?

#

I have the animations for the extremes of aiming left right and up as well as down.

hybrid tinsel
shy dove
#

Thank you.

sly dagger
#

I did mine using inverse kinematics. Took a lot of work to get it to function correctly with my character but it works.

steady nest
#

Is there any way to use animations without using the cumbersome animator controller flowchart/GUI/visual-script?

valid raft
#

Hello, I would like my gameObject animator executes a transition but I would like to know if the transition has been executed or not. Something like this: animator.SetBool("RunMyTransition", true); is my transition has been executed ???
if the transition is not possible I don't want to execute it, I just want to know that "it's not possible"

gusty wharf
#

Hey, I downloaded an animations for vr hands but I want to edit it to change the position of some fingers. How can I do this?

valid raft
#

It seems that I have to: Set animator variable to induce the transition, then call animator.Update(0) to for the state change. Then I have to compare the current state before the transition and the current state after the transition and if they are different then the transition has been done.... Is it a safe to call animator.Update by myself ?

gusty wharf
#

So essentially, how can I edit already existing animations?

hybrid tinsel
#

@gusty wharf I suggest doing that in an external program like blender.

gusty wharf
#

nvm i found a solution/alternative

#

but thanks

hybrid tinsel
#

@valid raft you can use 'behavior' type scripts to execute functions when states transition.

#

@steady nest yes. The flowchart is useful but not really required if you are really that determined not to use it.

steady nest
#

@hybrid tinsel Great! How can I get started with a script driven animation system?

hybrid tinsel
#

Digging into the docs to see how the animator works, I guess.

#

Animator.Play() will probably be your best friend

low granite
#

Is there anyways to get the music in my timeline to loop even if the timeline is over?
I don't really know how

hybrid tinsel
#

You can play the music with a script that you trigger from the timeline instead of just playing the music from the timeline

fervent mica
#

so i have a problem i have animated some doors they work fine when played through timeline but not in game mode any suggestion>??

hybrid tinsel
#

I suggest you give more details šŸ˜„

lone goblet
#

I'm animating a model in Maya that includes a prop as part of the animation. I finished the animation and imported it into Unity, but unless I completely bake the animations, the prop never moves accordingly when applied to Unity. It just wobbles around randomly at best and sits in one position at worst when I import it into Unity as either an .ma or a .fbx file. Additionally, even if I bake animations, it has random frames where the prop resizes itself out of nowhere and then reverts.

I've never really animated a character that needed a prop for a Unity game, only for other types of animation, so I'd appreciate someone could help me understand why this is happening and some workflow considerations I should have going forward.

hybrid tinsel
#

I've not worked with Maya, but you might be having problems with keyframe reduction or interpolation causing odd jumps. Unity supports a few types of Maya constraints, including a parenting constraint, so you might be able to use that without baking(not sure of the workflow details, but I've heard it mentioned).

What happens when you re-import the baked animation to Maya? Does it still have the glitches? (that'll narrow it down to a unity import problem or a maya export problem)

#

Also, if you are setting the rig type to humanoid in unity it will discard props and other non-humanoid bone transforms unless you manually add them to the avatar.

frosty glacier
#

Hey!

I'm trying to make my text wave up and down, but I can't find anything that works and is free.
I've gone through an entire page of google search results, and everything doesn't work, costs money, or requires you to manually make an animation frame by frame.

How would I be able to do this?

plain sierra
hybrid tinsel
umbral robin
#

How should I approach creating pixel art and animations for a 2d side scroll RPG. I want to have a weapon system, character classes, and usable items. Any tips on how to create all assets and have them work together. ex: character and different weapons... Will I have to animate every single weapon or item with every single character or is there a better and more efficient way? Thanks.

lunar stirrup
#

Hello, How do you make a player hold a gun like this. do you use animations or animator IK

hybrid tinsel
#

Though you can get away with one or the other.

lunar stirrup
fluid sage
#

so im having a strange problem

#

i have everything the same size and stuff in blender

#

when i bring them over to unity

#

the tamberines and the piano become super small, the trumpet is giant, and the violin just crunces into a plane or something

outer island
fluid sage
#

i clicked applied transforms when exporting it

#

do i have to do it not in the export tab?

outer island
#

no clue

#

just a guess

#

im a noob too with blender

outer island
zealous valley
#

@fluid sage Ctrl + A to apply transforms in Blender

#

I'd do that rather than export it with the applied transform checkbox ticked

fluid sage
#

got it, it works thanks :>

hasty elm
#

i think this is the right channel, is there a way to more quickly set up the animation frames in the sprite settings

valid raft
#

@hybrid tinsel About my statemachine transition question. I'm working on a 2D retro game. When the player press "left" the hero sprite move to 16 pixels left (it's grid movement based, cell to cell). But sometimes there is a stone blocking the way that the player can push. So from the hero moveLeft function I have to call stone.push to put the stone in the push state and I need to know if the stone is really in push state to know if the moveLeft function can then launch a 16 pixel hero left movement. That is why in one function call I need to change the state of another gameobject and get a response to know if the state really changed.

old verge
#

Hi. The robot thing is the rig the animation was originally created for. The white suit guy is another humanoid rig. When I play the animation on the white suit character, the feet are not planted, unlike the original one. Is this a common issue? How can I alleviate this?

steep flower
#

hey, I've an problem that Idk how to solve, and googling it didn't help me, so I've an landing animation that playes whenever character goes from fall to idle, for some reason it's different in scale, I don't know how to fix it without redoing the land animation, is it possible from animator lvl?\

steep flower
#

Sorry if this is obvious to fix thing, but I still do not know this program well

charred belfry
#

@tawny obsidian there is no job posting here. See #šŸ“–ā”ƒcode-of-conduct . (Even if it was allowed, this channel has nothing to do with your job.)

tawny obsidian
#

ma bad

uncut salmon
# tawny obsidian ma bad

You've already been told this. Do you have any intention on using this discord for anything other than job posts?

hybrid tinsel
hybrid tinsel
steep flower
#

it just might be the difference in camera angle when I was rendering, but that means scraping the whole animation, and I think that it's salvegable

#

If I could just scale it down, It would fit right in

#

but when I added scale transform in animation property, the whole player scaled down

#

including other animations

hybrid tinsel
#

Maybe add a scale keyframe to other animations to reset it to the correct scale

#

But there probably isn't an ideal solution, other than 'make sure the sprites are the same size.

#

Have you tried changing the ppu on the falling sprite to make it match?

#

(That is, not the same PPU but changing it so that they are visually correct)

steep flower
#

ppu?

steep flower
#

so I quess only thing I can think of is to match size by hand in blender and hope it will look better

hybrid tinsel
#

PPU- pixels per unit

#

Adjusting that adjusts the 'world scale' of the imported sprite

novel citrus
#

how many curves is too many curves

valid raft
#

@hybrid tinsel Thanks for your help. So you suggest that I code another state machine system instead of using the animator one. Or change the logic to fit the animator specs ? By the way is there a way to change the animator state like settrigger but with auto reset of the trigger even if the transition is not possible ? (From the doc I understood that the triggers are reset only when the transition is processed)

hybrid tinsel
#

But yeah, I suggest only sending the trigger when your game logic is sure it should be used

spare hill
#

Anybody around that can help a noob get Mixamo animations going? All I get is a the character in a T pose 😦

frosty glacier
#

How would I make a cutscene for a 2d game? (unity)

hasty elm
#

is there a way to do the sprite sheet layout that you do when editing the sprite when it is set to multiple faster? i have a set size that does not change for any frames

hybrid tinsel
frosty glacier
hybrid tinsel
#

Sorry, but just saying that there are lot of resources for making cutscenes, tutorials and such, and most of what they say are applicable to 2d as much as 3d

#

Unity just posted a tutorial on cutscenes like... a month ago?

#

My own 2d game just uses basic Timeline playables triggered with colliders mostly.

maiden peak
#

how to prevent limbs in certain humanoid animations going through walls with third person character ?

dim socket
#

Kinda new dealing with 3D models; trying to access information about a model's bones, so I can set another object to the same transform, maybe displaced a little bit

#

The goal is to give the illusion of being held. Please @ if anyone has any ideas, just so I don't miss it!

mystic river
#

Is it true that the local upward direction of a foot depends on a rig and can be anything from GetBoneTransform(HumanBodyBones.LeftFoot).transform.up to GetBoneTransform(HumanBodyBones.LeftFoot).transform.right?

lyric rover
#

Hello there

#

Can someone help me

#

I want to buy a new pc or just parts to upgrade my pc.. and i wad wondering what pc did unity use to make this short movie animation

toxic heart
#

How can i edit animations in animator, The animations that i downloaded are only read-only. I need to add some events to the animation

fiery wigeon
#

anyone can help me with blend tree character positioning ?

hybrid tinsel
#

@dim socket by 'access' you mean with a script or with the built in constraints?

#

@mystic river there isn't really a standard, no, since the only real orientation requirement is that the z axis points at the toes.

mystic river
hybrid tinsel
#

Dunno; what do you need it for?

#

You could get the direction based on the position of the parent bone, or even just use world up in most cases

hybrid tinsel
#

@toxic heart you can add events to an imported animation in the importer. You can also duplicate imported animations to make a copy that isn't read only.

hybrid tinsel
#

@maiden peak inverse kinematics combined with raycasts can do that.

tacit geyser
#

Can anyone tell me what this means? For some reason I can't access any properties of my model in the Animation pane.

spare glacier
#

Hi, I got this asset bundle of sprites from the Unity Store: https://assetstore.unity.com/packages/2d/characters/steampunk-game-sprites-83738#description . I'm trying to follow along with this video tutorial https://www.youtube.com/watch?v=6esaMBOA1as&list=PLX-uZVK_0K_4nYKmX-UZ5_3S7jimk2uN7&index=4 in which he uses rigging to animate the models. Does the pack that I got include the rigged models or would there be another way to go about that?

In this tutorial series you will learn how to create a 2D platformer in Unity. I recommend that you have unity 2019 or newer installed when following along.

I will release a new video to the public every Monday. Patrons will have early access and will be able to watch new videos every day. Patrons also have access to all assets and files.

You ...

ā–¶ Play video

Elevate your workflow with the Steampunk Game Sprites asset from Zuhria A. Find this & more Characters on the Unity Asset Store.

agile solstice
#

Anyone got an idea why exporting animated armatures as FBX using action editor only exports some of the actions to unity animation

#

I don't see any kind of logic or reason why some actions work and some don't

#

Also welcoming any consistent way to export multiple animations

#

A lot of threads have this issue but most of them are plain dead without any answers

dim socket
agile solstice
#

The missing actions aren't written to the FBX file at all

hybrid tinsel
mystic river
hybrid tinsel
dim socket
agile solstice
#

It seems "Force Start/End Keying" made the animations appear, for now

#

Even one that I deleted from blend file editor

hybrid tinsel
mystic river
hybrid tinsel
#

You could also add an empty object to the tip of the toe

#

And just use the position of the toe compared to the position of the ankle

#

Or, even better... add an empty transform to the sole of the foot and raycast from there šŸ˜„

mystic river
#

Probably this makes more sense than my elaborate setup...

hybrid tinsel
#

...My game's character has more empty transforms than bones

hybrid tinsel
#

...ok, actually kinda close. 17 empties and 20 bones

fluid sage
#

hey i accidentaly placed an animation clip int he hierarchy and not the one that has the animator in it

#

so its made a new animator, i deleted it but now it just does this whenever i try clicking to use the animation clips

#

instead of showing all the clips and letting me edit it freely, how do i fix this?

#

nevermind figured it out

hybrid tinsel
#

You can edit posts, fortunately šŸ˜„

clear orbit
#

WHats the problem?

clear orbit
#

But I don't think it really matters, because when you are rendering any PC can do the work, it just depends how long it will take. Probably the PC you have now can do it as long as it has a graphics card.

twin musk
#

damped constraint doesn't work

#

using the animation rigging package

uncut salmon
#

@twin musk Don't crosspost

red hedge
#

What do you guys think of my walk cycle? Does it look like walking?

rich slate
#

Is there a way to limit the frames of an animation? I want to mimic the animations of older games and it looks nice in blender at 30fps but in my game its way too smooth

flint raft
#

can someone link me a tutorial on 3D annimation for an animal? that'd be amazing

rich cave
#

Im brand new but looking around at playing with making a basic top down resource management survival game. I learned about mixamo but was shocked though they have a TON of great stuff, the basic stuff you'd expect/want isnt there. Actions like chopping down trees, mining with a pick axe, maybe fishing. where are yall able to get these animations? Or are most hand animating?

rich slate
#

they are mocapped for sure, they might be fully mocapped with no animation cleaning. You can get the animations in the unity asset store. Some are free some are paid

rich cave
#

Im genuinely blind I cant find this basic animation free or paid

vocal oak
#

not sure if this is the right place, but i got an animator blending question, i'm trying to find a way to blend my idle/walk/run tree, with another animation blend tree with an injured animation, so that if my character is injured, it will blend with all movement animation state... sorry if its not clear...

vocal oak
#

fixed, found out about the layer system

knotty sapphire
#

Any ideas why a Unity generic rig generation is not abiding to the weight paints defined by the file? (this is a robot so all weight paints are absolute values of 0 or 1 on the associated object.)

Unity appears to be merging two adjacent bones, with the parent overriding the weights of the child.

hybrid tinsel
hybrid tinsel
misty gate
#

Hi, I'm trying to bake a flying carpet animation in blender and bring that baked animation into Unity. But I seem to be skipping a step somewhere as the carpet imports but without any of the keyframed animations. I've been searching online and I found a ton for regular animations that have bones etc, but nothing about importing prebaked physics animations into unity. Can anyone point me in the right direction?

timid folio
#

is there a way to apply unity rigged iks to the bones so the ik targets and hints arent used in an animation anymore?
like i have the two-bone iks set up for my model and I used them to create a idle animation, but that way it locks the ik parts and cant use them in scripts and stuff.

hybrid tinsel
timid folio
hybrid tinsel
#

Yeah, the nice thing is that you can just delete the keyframes of any other objects, or even paste the new keyframes into your other animation

slim river
#

I have a simple question about animation, if someone can give me a little insight, that would be really helpful. I must be overlooking something, but I have a GameObj with 2 children that are hidden. I have 2 animations and 2 triggers. My first animation Unhides the 1st child Obj. My 2nd unhides the 2nd child Obj. The problem is that when I trigger the 1st animation, it for some reason hides the 2nd animation. And when I trigger the 2nd animation it hides the first Obj. I want them to just stay up independently of each other. I must not be understanding something in the process.

magic shale
#

I don't exactly know how you're hiding and unhiding but I have a feeling it's about animation layers

slim river
#

Just using Set Active true / false

magic shale
#

So it's code stuff? Not animation controller?

slim river
#

Its the animation controller that is setting it active.

#

err the Animation

magic shale
#

Then I'm pretty sure you're not using animation layers

#

So I suggest reading about those

slim river
#

@magic shale Thank you. Ill look into those more.

magic shale
#

No problem

vocal oak
#

I'm using mixamo to get my animation, i use root motion and i implemented a turn around animation. But it only do a ~168° and i would like it to make a clean 180° rotation is there a way to quickly fix this or i need to clip the rotation manually after the animation ends? I want my animation to be smooth

red hedge
#

How in the world do you make a walk animation that goes when you move?

twin musk
#

when i use mixamo animation from another character on my actual humanoid character she sinks in a bit too much with like her feet or knees or whatever

#

how can i fix that without doing if animation X check and then offsetting her collider?

twin musk
#

this works i guess

cerulean cliff
#

I'm trying to make a separate animation for when the player goes into aiming mode (basically), but I got stuck after adding an avatar mask
What do I do after this?

#

I'm really stuck on this

hybrid tinsel
#

Probably want to enable IK pass on that layer as well if you're using that to point the gun

coral rover
#

hey I need a little help

#

why is this happening?

onyx creek
#

I recently updated my character models FBX. This update included textures and new animations. For some reason, the animations I did not make and are not associated with the FBX file work, but the ones I made seem to no longer work, instead moving the character ever so slightly and then freezing. Can any one give me any clues as to why this would happen or what I might have done wrong or where I can look to fix this? I am not sure why my animations worked before, and now no longer. I did not even update these animations, they were simply reimported along with the new ones - which I have not tested since the previous ones I made are now broken. Any clues on what to look at or focus on to fix this issue would be helpful. I should mention I am using the starter assets 3rd person and modifying it to my liking.

hybrid tinsel
#

@coral rover that usually means that your avatar is incorrectly set up.

coral rover
#

oh. Thanks for the answer. But I found the problem and fixed it. Thank you anyways

hybrid tinsel
#

@onyx creek most likely, somewhere in the export/import process the hierarchy was altered so the bones were either renamed or parented to a renamed element.

onyx creek
#

@hybrid tinsel What might I do to correct the issue?

hybrid tinsel
#

You might be able to just edit the avatar on the reimported files, if you're using humanoid animations. Otherwise, you can edit the hierarchy/naming to match the original.

grave ivy
#

has anyone done a deep dive into the animation rigging package? I'm having some trouble making sure my constraints actually constrain things.

hybrid tinsel
#

Unity themselves haven't done a deep enough dive into it to finish making it.

merry current
#

I'm using my own player controller and that works fine, no freezes or anything. Make sure that animations that are supposed to be looped are actually checked for looping. Otherwise it will freeze after the animation is done

sour fern
onyx creek
#

Its strange because it just started working mostly after a reimport it is just behaving slitlghtly different on one of the animations

merry current
#

or else it might be the rigging that be rotated or something

sour fern
#

I'll let my friend see these

spice spoke
#

What is the equivalent of this for other 3D programs? I am trying to find a good way to automatically t-pose characters, Unity does it perfectly but I cannot just export the new rig :/

sudden sun
#

how can i get a natural foot cycle while moving in unity because it looks really bad

#

do i need to use ik?

hybrid tinsel
#

You don't NEED to but it helps.

indigo epoch
#

What is the best way to import animations from after effects? It seems like most people make a sprite sheet of the frames and then create an animation from it in unity but for high res animations (1920x1080) with like 20 frames that would create a crazy big texture. Creating a video file and using the video player in unity also seems like an option but is there any better way of doing it?

wintry mauve
#

there are 2 animations

  1. turning the hand to a different position
  2. hand wiggle

I am making a transition arrow in the animator between animation 1 and 2, how can I achieve the effect so that the second animation (wiggle) plays from the end position of the first animation? Thanks

red hedge
#

Does anyone know how to fix this?

gentle sparrow
#

Try changing the offset of the animated object

red hedge
#

Offset?

grave ivy
#

My 2-bone IK constraints are twisting the midpoint whenever it goes to bend? I tried adding a rotation constraint but it doesn't help at all. Is there another package other than animation rigging that I can use for this? It's starting to get on my nerves.

sour fern
sour fern
#

So yea, if anyone has any ideas toss them my way

high spruce
#

Is there any checklist for importing animated characters (not using Rigify, but bones with constraints) from Blender into Unity? Somehow, even though I baked all the bones, the animation doesn't exist in Unity, not even in the import settings. There are some keyframes, but they don't seem to do anything

hybrid tinsel
#

There was one in the unity docs, dunno how complete/accurate it is, or if it is still there in this version

high spruce
#

yeah, i checked, didn't help

sand shuttle
#

Is there a term for the kind of animation (in 2D) where the whole sprite moves / rotates / shakes a little without the sprite changing? Not really sure how to explain myself lol

noble pond
#

do you guys bother using blend trees for 2D sprite based animation?

#

can't decide if it's an easy way to handle it or just wicked overkill

hybrid tinsel
#

(since it emulates a character cut out of paper and moved around)

sand shuttle
#

I was asking cause I wanted to look it up so I could implement it, but I somehow managed to figure it out haha

hybrid tinsel
indigo epoch
scarlet cradle
#

so I have a character, and when im not moving I want him to be in the idle position. But when I move up and stop moving, he defaults to the "right" facing idle state, and I want him to default to the "top"idle state. lemme send the code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    // Start is called before the first frame update
    private Rigidbody2D myRb;

    private Animator myAnim;

    [SerializeField]
    private float speed;
    void Start()
    {
        myRb = GetComponent<Rigidbody2D>();
        myAnim = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        myRb.velocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")) * speed;

        myAnim.SetFloat("moveX", myRb.velocity.x);
        myAnim.SetFloat("moveY", myRb.velocity.y);

        if (Input.GetAxisRaw("Horizontal") == 1 || Input.GetAxisRaw("Horizontal") == -1 || Input.GetAxisRaw("Vertical") == 1 || Input.GetAxisRaw("Vertical") == -1)
        {
            myAnim.SetFloat("LastMoveX", Input.GetAxisRaw("Horizontal"));
            myAnim.SetFloat("LastMoveY", Input.GetAxisRaw("Vertical"));
        }
    }

}
#

then this is the blend tree conditions

#

tell me if you need anything else

hybrid tinsel
scarlet cradle
#

can anyone help me

indigo epoch
rough wadi
#

how would I like test if my 3d model is rigged? I'm stumped

hybrid tinsel
#

Um... the easiest way would be to look in the importer to see if it finds a rig

stuck trout
#

make a trigger and a condition in the animator window that when someone presses E you detect through code

#

and activate the trigger

#

than put a condition of idle -> button

#

awesome

#

Anyone knows how can I call an animation but once?
i have a walking, jumping, idle animations but now i want a "knockback" animation that only activates once.
how can i do it?

#

or is there a way to make a trigger or a boolean become false when the animation ends?

hybrid tinsel
#

@stuck trout a trigger becomes false as soon as it is used by a transition.

stuck trout
#

Cool!

twin musk
#

Hey guys is anyone able to help me with this? I made a ball with a bouncing animation in blender and imported it to unity. But now when i start the animation the eyes and the eyebrows stay at the same place as soon as i start the animation. It was working all perfectly fine in blender.

#

And it also lost the texture somehow but thats fine

#

Update: I found out about root motion now the eyes are following the Object but they are not getting squished in like in my animation...

upper summit
#

does anyone know how to force an animation to play from the beginning each time it's played in a blend tree?

the yellow is my idle. When I go from running, walking or backstepping to idle, the idle animation is at some random point. Meaning you go from walking to immediately scratching your arse.

shut harbor
#

I want to have my melee animations setup, with Two Bone IK Constraint, is it possible?

hybrid tinsel
hybrid tinsel
dawn terrace
#

Anyone happen to have experience with the Twist Correction component from the Animation Rigging package? I've looked at the sample scene but can't seem to get it to work for my own scene/rig. Ah wait, the Twist Correction requires the Animator to be changing the rotation? It doesn't seem to manually adapt to scripted/manual rotations of the Source.

twin musk
nimble wave
#

how do I make 2d lipsync for this model? By lipsync I mean I want the the pic mouth to move when I talk and eye tracking. And I do have all of the sprites for it and is it possible?

hybrid tinsel
#

@twin musk if you are animating the other parts using modifiers instead of bones that won't transfer to unity.

sterile forge
#

Da heck happened to my animation?

#

its working perfectly fine in preview

#

but what about play mode?

hybrid tinsel
#

You'd need to give more info

safe panther
#

Hey guys! Does anyone know how to make RED bone influence two orange ones? I can only connect one bone to another. Only one out of two moves for me.

shut harbor
#

cant rotate bones, does anyone know the problem?

shut harbor
#

How can I align hand's fingers on object surface???

sturdy violet
#

ok so, "On Click()" will set the trigger called "TryT" to true when i click on the button but how can i make this work like, first click set the trigger to Ture and second click set the trigger to False and repeat ?

shut harbor
#

TryT = !TryT maybe? (this will take the initial TryT value and assign the opposite one)

sturdy violet
shut harbor
#
private bool _isFirstClick = true;

public void SomeClickMethod()
{
  if(_isFirstClick)
  {
    TryT = true;
    _isFirstClick = false;
  }
  else
  {
    TryT = false;
  }
}
``` is that what you mean?
#

@sturdy violet tag just in case you dont see it.

sturdy violet
sturdy violet
#

oh setBool lol

#

alright

sturdy violet
#

one more question, how can i do something like

#
        {
            anim.Play("SettingsCanvAnimClose");
        }```
sturdy violet
shut harbor
#

I dont think that you can play an animation like this. But I know there was a package doing that.

#

But prob. you dont need it.

sturdy violet
shut harbor
#

You should work with conditions.

#

And transitions.

#

For example.

#

Here I have two animations, and a transition between.

#

For which I've set a condition.

old grove
#

any way to make animation rigging package less inaccurate?

shut harbor
#

You can have an empty animation one which will be the default goin' from entry.

#

And an animation you want to use. Which will have transition links to the empty one and back.

old grove
#

i mean multi-aim component is moving my joints too far away even with roll only correction(only Y is checkboxed)

#

it should, in theory, only rotate by local y, but it rotates by all x y and z and results in odd position

sturdy violet
#

what i am trying to do is, i have this, and a button called "go" and i wanna check the animator state, for example if clip "SettingsCanAnimOpened" is running and i click "go" button, next clip will run which is "SettingsCanAnimClose" BUT, if i anyother clip is running and i click "go" nothing happens

old grove
#

because other clips have no transition to animClose

#

add transitions and lock them by conditions(isGOpressed == true)

#

nvm

sturdy violet
#

one second

#

this condition seems to work like, if( FirstCon & SecondCon)

#

is there is a way to make it OR ?

#

nvm i am actually dum lol, i can just make second transaction

#

man i am exhausted lol

oak gyro
#

What is the best place or way for me to learn animation?

keen spade
#

hoy i have a quick question. If i use the blender tool ,,animAll'' to animate the eye and pupil movement of a character model i have, by keyframing the position of the uv map, can i use this in unity or is that not supported?

hybrid tinsel
hybrid tinsel
hybrid tinsel
#

Unity basically supports object transforms, bone transforms, and blendshapes.

rough quartz
#

how can I restart the animation?

#

I am using an animation that does not have loop, it gets to the end and it stays there, and I want it to be like that, but I want to replay it again from the start when needed

#

ah ok I found it I can make transition to it self

peak quiver
#

I am having issues with humanoid avatars not animating the characters, except the one that originally had the animations. Is there something I may have overlooked?

hybrid tinsel
quasi girder
#

Hi guys! I'm starting with 3d rigging, how does animation work when it comes to rigging? I see many people have universal animations that play across many models, how is that possible?

#

Can someone recommend me a good tutorial (text or video) about it?

fallow bison
fallow bison
#

Well, I believe removing the Position section from the animation clips must have done it. Everything seems to be in order there now. Just a little bit wonky.

hybrid tinsel
#

You can also disable root motion in the animator yourself of course.

fallow bison
hybrid tinsel
#

what WAS the issue?

#

turning off root motion won't stop the root from animating; it will just stop that motion from being applied at the end instead of going back to the start

shut harbor
#

Guys, I've the following question. I have two layers of animation. I want to have one layer responsible for feet animations, and the other one for body animations. How can I achieve that? (I've tried enabling foot ik, changing layer settings but those are giving some wrong results, so I suppose you could give me a better solution)

heavy cosmos
#

Using "Unity Sequences" - I want to get the 'start, end, duration' info from one of my Sequences. How can I access this??

#

/ How can I access this info from a Timeline clip?

formal hazel
#

My running animation simply doesn't work(it does in the animation window but when I press play nothing happens. I get the idle animation but I don't get the running animation even though it says that my "isRunning" is true and in the code it works perfectly), so how can I solve this?

opal kettle
#

what does your code look like ?

formal hazel
#
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{

    [SerializeField] private float speed;
    private BoxCollider2D boxCollider;
    private Vector3 moveDelta;
    private RaycastHit2D hit;
    private Animator anim;

    private void Start()
    {
        boxCollider = GetComponent<BoxCollider2D>();
        anim = GetComponent<Animator>();
    }

    private void FixedUpdate()
    {
        float x = Input.GetAxisRaw("Horizontal");
        float y = Input.GetAxisRaw("Vertical");

        
        // Reset MoveDelta
        moveDelta = new Vector3(x * speed ,y * speed,0);

        // 
        if(moveDelta.x < 0)
            transform.localScale = new Vector3(2,2,0);
        else if(moveDelta.x > 0)
            transform.localScale = new Vector3(-2, 2, 0);

        //blockolodas
        hit = Physics2D.BoxCast(transform.position,boxCollider.size, 0, new Vector2(0,moveDelta.y), Mathf.Abs(moveDelta.y * Time.deltaTime), LayerMask.GetMask("Player","Blocking"));
        if (hit.collider == null)
        {
            
            transform.Translate(0, moveDelta.y * Time.deltaTime, 0);
        }


        hit = Physics2D.BoxCast(transform.position,boxCollider.size, 0, new Vector2(moveDelta.x, 0), Mathf.Abs(moveDelta.x * Time.deltaTime), LayerMask.GetMask("Player","Blocking"));
        if (hit.collider == null)
        {
            
            transform.Translate(moveDelta.x * Time.deltaTime, 0, 0);
        }
        anim.SetBool("isRunning", moveDelta.x != 0);
    }
    
}
opal kettle
#

anim.SetBool("isRunning",true/false) ... this should work ?

formal hazel
opal kettle
#

i mean set it to true or false at that line. if you want it running ... set true

#

if you want the anim to start then anim.SetBool("isRunning",true);

formal hazel
#

The problem should be here I think

#

Bcs it's true so it should work

fallow bison
opal kettle
formal hazel
#

I'm really new to unity what is rig?

opal kettle
formal hazel
#

I haven't seen this yet so I guess it's not same

opal kettle
fallow bison
# formal hazel I'm really new to unity what is rig?

Rig is your model's bone structure. It connects points to be animated (bones), to your model's vertices, so the right part of your model moves with the correct bone.
In your import settings, you can choose what type of rig to apply. If your model is set up to do so, you can (hopefully) make it into a humanoid by selecting that in the drop-down list. This will give you compatibility with most Unity animations created for humanoids.(Sometimes Unity doesn't recognize models as humanoids.)
Whatever the case, your animations should use the same rig as the model you're attaching them to.

formal hazel
#

Oh I see, thanks

hybrid tinsel
#

@shut harbor use multiple layers with avatar masks to control which parts of the body they affect.

formal hazel
#

But it's not 3D, it's a 2D animation

uneven parrot
#

If i could get a little help animating. Im making my own hand gestures by rotating the bones while recording. however every time i change the rotation of the finger the value always returns back to how it was before. Is this a unity problem or am i just doing this all wrong?

hybrid tinsel
#

@uneven parrot is it a humanoid rig or generic?

uneven parrot
#

Humanoid.

young mulch
#

Hi team - been away for a year - wondering if any progress on being able to optimize draw calls for -skinned- mesh renderers, or anything that can help with performance there
GPU instancing wasn't supported and doesn't look like it is for skinned meshes.

earnest aspen
#

Does anyone here have experience with Animation rigging?

hybrid tinsel
#

@uneven parrot on a humanoid you cannot directly keyframe the transforms, only the humanoid muscles.

earnest aspen
#

Hello

#

May I butt in for a second?

#

I just have a couple questions about animation rigging

hybrid tinsel
#

Ask your questions if you want them answered. Asking to ask is a waste of time

earnest aspen
#

Ok then! Well, I have taken animations from Mixamo and put them into my characters and character controllers but I cant find a way to have the camera on the character stay bound to the head while, for example, the character is jumping. Do you have any ideas?

#

I'll brb

hybrid tinsel
#

The simplest way, of course, would be to just parent the camera to the bone you want it to follow.

You probably would want to use a script or cinemachine for nicer movements, though, since being parented to a bone like that can give very ugly camera movements.

#

@young mulch depends on your exact needs. Unity has worked out some quasi gpu skinning, but it requires converting your animations to textures passed to the gpu. Can find that on the unity blog. I've heard tgat gpu skinning for urp is in the eorks, but it has been in the works for three years now so... I wouldn't hold my breath UnityChanSleepy

young mulch
earnest aspen
hybrid tinsel
#

Probably. Unity comes with a basic camera follow script too, I believe. If you want proper tutorials though cinemachine probably is the best bet.

earnest aspen
hybrid tinsel
#

You can google it just as easily as I can

earnest aspen
hybrid tinsel
#

'unity camera follow' brings up ten pages of results on google.

earnest aspen
#

oh I understand now

#

Thank you so much for your help!

#

sorry for the misunderstandings!

hybrid tinsel
#

@celest crag might be worth pinning?

celest crag
#

Looks interesting, I'll create a category for additional tools behind main pinned post.

lapis tendon
#

Hi people! Did anyone every have the problem that animations worked in the built version of the game but did not in the editor? The states do change, but the animations won't play.

hybrid tinsel
#

(Honestly if it wasn't working in editor I wouldn't have even thought to test the build though so...)

lapis tendon
hybrid tinsel
#

Client/server... are you doing some kind of animation syncing on the network that wouldn't be called in the editor?

brittle raft
#

I've added an animation to an additive layer that's otherwise working, but this particular state doesn't move the bones like it does when placed on the lower state. What might I be doing wrong?

#

The other states on the layer animate additively as expected

lapis tendon
balmy ridge
#

question: for the purpose of Unity, should I use Mixamo or Blender for animation on scene objects (like ur character)?

uncut salmon
balmy ridge
#

ya i just realized lmao

#

i asked that before i signed up for it, cuz i thought it was an animation software

#

i found my answer tho

echo plover
#

Hello! So I made a simple animation with a bare armature for testing.
I imported it to Unity and it seems to work fine in the preview
But when I attach it to a character ingame (I checked beforehand that this armature works well with this model, using premade animations), I get two problems:
-It's looping erratically. Way faster than in Blender, and some frames are not seen.
-The arm is moving way too much to the left, unlike in Blender or the preview.
Any suggestions what I could be doing wrong?

onyx pagoda
#

how do i straight up transfer changes made to my blender object to unity. For Example i add a block to unity from blender, then i change the size of it in blender and (safe the file in blender) and the size change transferes over to unity. Im looking for something similar like that and i would like to know how to do it?

signal spear
#

anyone know why this happens. when i move my camera up and down the arms lag behind, and when i go sideways its in position.

i controll my sideways motion just by copying rotation from the camera.y to the character.y, and im using multiaim constraint and chain IK constraint for my arms and spine. i quess its because those positions and rotations are set in late update?

grave ivy
hybrid tinsel
#

Most likely unity's retargeting it is messing it up; you'd probably need to use IK on the legs to make it work

cerulean skiff
#

I have an animation that I'm trying to combine with another; basically I want to take the animation from the waist up and combine it with the waist down of the other. Ik that probably doesn't make much sense but I need some help

proper turtle
#

I built an Avatar Camera app with realtime Hand + Face + Pose estimation. I used MediaPipe, URP and Toon shader and customized retargeting system to stabilize AR camera position and body pose. What do you think? https://www.youtube.com/watch?v=1cH1Pel3sas

VIRTU in ALPHA! Looking for #vtuber #creative partners! ଘ( ĖŠĻ‰Ė‹ )†

Model by @bladed6, #metaverse #VIRTU #Genshin

ā–¶ Play video
hybrid tinsel
merry current
#

its really easy to do

fallow bison
#

Why is my stick man meditating?
This is not one of the animations I set for it, there's no other scripts except the one that tells the character controller to move, and the one that sets animator parameters.
I feel like if I disturb him, this is going to turn into Animator Vs. Animation!

hybrid tinsel
fallow bison
#

oh... I wonder why not. I have an idle animation set.

hybrid tinsel
#

The animation might not be set to humanoid, or might have an incorrectly set up avatar.

#

Or might be assigned to the wrong gameobject

fallow bison
#

All I have is the animation clips, no rig on them. They all appear to match by name to the model's avatar.

fallow bison
#

I think this model is just cursed.

muted shadow
#

So I have a sprite animation where a a character holds a flashlight, and I have a light source that I want to move with the flashlight while the animation plays, how would I do that?

#

2d anim btw

fallow bison
muted shadow
#

I don’t know what I’m doing wrong

#

Whenever I try to do a transform animation

#

It never works

#

I tried with other things too

#

Didnt work

fallow bison
muted shadow
#

Would switching it off

#

Help?

fallow bison
#

If it's set to baked, it will be still, and if it's mixed, it will try to rebake when it moves (I think). Realtime is what you want.

muted shadow
fallow bison
#

Yeah, that could be because the light applies the bake when you build the game, and not before. So it would update in realtime otherwise.

twin musk
#

Hello animation experts, so I've got a number of animator bools (walking forward, walking backwards etc) and have all kinds of transitions between them which are working fine, but I want to add things like jump and emotes animations. Ill just start them from anystate, but I want to smoothly return them to whatever state is possible aswell. How do I go about this? Like If ive got 20 emote animations ill have to draw a line towards every single possible other animation. I've tried having an empty state where all emote animations go to, and that empty state will be connected towards every single animation, but It makes the animation transition super rough. (using 3d animations btw)

muted shadow
#

On the pipeline? Or the object itself

fallow bison
muted shadow
muted shadow
twin musk
fallow bison
muted shadow
#

Ohhh ok

twin musk
#

could using a blend tree make it alot easier?

muted shadow
#

I’ve never touched that setting lol

muted shadow
fallow bison
fallow bison
muted shadow
#

I can transform the light in code

#

That works fine

#

Its making it into an animation

#

Making any transform anim not work

twin musk
fallow bison
#

Noble, I honestly have no idea. I'm new to this too. I know a little about a lot. But not a lot about anything. šŸ˜„

twin musk
#

hahah okay fair, yeah I'm struggling to find info on it too

#

have been googling for a while now

#

must be something easy that im missing

fallow bison
muted shadow
#

Any ideas?

twin musk
#

hahah well we'll wait then (: thanks anyway

fallow bison
#

Each one of those 4 at the bottom is a freeform 2D blend tree that handles my 3D walking and sprinting.

twin musk
fallow bison
#

I recommend checking out IHeartGameDev's jump like Mario tutorial. It's pretty good. You should be able to apply what you learn to both 2D and 3D.

twin musk
#

Thanks! he's my go to guy for these kind of tutorials too haha, seems to be one of the few who's using the new input system along with good explanations about how animations work

fallow bison
twin musk
#

yeah! so glad I switched, less messy and I'm actually looking forward to setting up a control scheme menu too, going to be soooo much easier

fallow bison
#

I'm excited for that too, if I ever get that far. šŸ˜…

twin musk
#

Hahah well if you ever do, send me some work (: love seeing other people's games

fallow bison
# twin musk Hahah well if you ever do, send me some work (: love seeing other people's games

I'm always making big plans, and I never seem to be able to follow through with them. I would love to throw a demo up on Itch, but the earliest stages are just gonna be a character that moves around, jumps, and shoots portals. I do intend for it to be the best dang portals you've ever seen in Unity though.

It is very important to me to have animations to show off through the portal though, so...

twin musk
#

Yeah very recognizable unfortunately.. I'm trying to tackle it by committing to a project for longer (been working on this for a couple of months now, which is new lol) and trying to set a good base for each part of the game instead of trying to make everything perfect right away

#

Gives so much more motivation, to really see multiple parts working

#

The video "THIS is Why Finishing a Game is so Hard" from Jonas Tyroller is realllyyyyy good tho, helped me alot

fallow bison
#

Worth a rewatch, I guess.

#

Heck it. I'm using a cylinder for now. I'm gonna get this main gameplay loop implemented ASAP.

hybrid tinsel
kind hollow
#

hey im new to this and i want to know how can i make an animation with two characters eg a takedown animation how does it work?

balmy ridge
#

hi, so i added an animation to my prefabs. they work, even on instantiation (the cube). I created that just 5min ago inside Unity. When I closed the animation tab, and opened it back up, all of the values are now 0, despite the animations still working (this means I probably cant change them now which is weird) any ideas?

hybrid tinsel
primal latch
#

this is animator

#

any ides how to fix it

hybrid tinsel
#

@primal latch yiu could use a coroutine to wait for the length of the death animation before proceeding, or you could add a behavior script to your death animation sta tr e in the animator to trigger events when the animation finishes.

primal latch
#

i do execute the restartlevel() when animation ends

#

the problem is that when i touch the spike it sometimes delays the anim

#

hey

muted shadow
#

I need help; transform animations wont work in my game

#

they work when viewing the animation in the scene, but when the game starts only the sprite animation plays

dark hull
#

howdy! Is it possible to animate just one limb, or does the whole character gotta be animated? I mean. If i have one state with hands idle, do i have to do another state, idle but left hand raised?

dusty kestrel
#

How do i check if an animation is playing?

dark hull
dusty kestrel
dark hull
#

dont think so.

#

do a && in the if condition šŸ™‚

#
if(playingAnim("FirstAnim") && playingAnim("AnotherAnim"))
{
Do stuffĀØ
};
dark hull
#

Great!

dusty kestrel
#

when my animation is playing and for example goes from y 1 to y 10 and i disable the object in the middle of the animation the object is gonna stuck at y 5 what i can do to avoid this?

deft stream
#

Is there any reason why a duplicate animator would act differently then the original? The dup animator makes the animations stop halfway through.

balmy ridge
#

why does my animation have position 0 0 0 on all keyframes
i made the animation in unity
it works in all cases
but when i check it, its all 0 0 0
so i cant modify it

its all 0 while the game isnt running also
and theres no animation on the parent

i only have 1 animation also

tight hemlock
#

using all the default settings too

short girder
tight hemlock
#

what do you mean by what place am i making it?

short girder
tight hemlock
#

made it in blender

short girder
short girder
tight hemlock
#

yea seems like they are having the same issue but have not found a solution yet

dark hull
#

howdy! Just a short question: Im childing an object to the hand transform (as highlighted) in a script. but when the body (hand included ofc) gets animated, the transforms are off for some reason. The object is attached to the hand simply by SetParent();, so there aint not much room for errors... Could anyone advise? Thanks!

dusty kestrel
#

when my animation plays and i disable the object while the animation is playing and enable it again the position of the object is the same as when i disable the object for example i have an animation that goes from x 1 to x 10 and i disable the object at x 5 when i enabled it again is stuck at x 5

loud hearth
#

any1 help me i cant record my animation the record button is disabled

tight hemlock
weak sand
#

Is there a way to animate a post processing volume like the vignette component? Because I'm trying to recreate a drowzy eyes effect for my FPS game

tight hemlock
#

at first glance to me that seems doable with a script, where you reference the vignette component and you change the value of its strength (never used the component so not sure what its options are) over time

weak sand
tight hemlock
#

šŸ‘ yea im more into the programming side of unity so im not familiar with animation

weak sand
#

same

nocturne mango
#

is it possible to play anim at speed -1 so it plays backwards?

clear orbit
tight hemlock
dusty kestrel
#

how i can add more seconds to my animation?

hybrid tinsel
#

@nocturne mango yes. The easiest way is to just set the speed in the animation state.

#

@twin musk might be a problem with the avatar setup?

fathom steppe
#

For some reason, the bones on a model I've imported are rotated 90° relative to the actual mesh. Is there any way to fix this in unity? I've spend a good 30mins googling and messing around with loads of settings in unity and blender to try and fix it and I've found nothing so far

balmy ridge
#

ive had this problem the entire time:

create animation, close animation tab, animation works but all positions are set to 0,0 so you can no longer change

slender zealot
#

new to blender and animation, probably a silly doubt but hot do i delete the "0TPose.001"

#

no idea how it got created either

nocturne mango
#

Oh nice thank you

nocturne mango
#

how do I animate two GameObjects of a single parent? This creature is a parent, anim controller is set to parent I want to control its children but I cant animate wings and head (2 different anim clips) at the same time bcs one interferes another. Layer masks do not work

safe panther
#

Hey guys! Does anyone know how to make RED bone influence two orange ones? I can only connect one bone to another. Only one out of two moves for me.

round hedge
onyx pagoda
#

Does anyone know why my mixamo animation isnt working? Are there any common reasons

arctic breach
arctic breach
onyx pagoda
#

ok thx i got it i found a way

arctic breach
#

nice!

hybrid tinsel
#

@nocturne mango what do you mean that layer masks don't work?

twin musk
#

I keep getting this in the console, Parameter 'RapidFireGun' does not exist. but rapid fire exists as a bool in the animator

uncut salmon
#

Show your parameter list?

chrome grail
#

Trying to add an idle animation to my character model but on the animation when I try to add the avatar of the model it says

Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match: Transform 'Hips' for human bone 'Hips' not found

How do I fix this?

broken turret
#

When exporting from blender, it adds an empty gameobject in the hierarchy... How do I get rid of it? I have another model which wasn't modified in blender that doesn't have that Armature...

#

This is correct

twin musk
#

@uncut salmon

uncut salmon
twin musk
#

is there an easy way to test that?

uncut salmon
#

Not really. Go through all the objects which contain the animator component and see which ones have code on them calling those bools.

#

You can at least type t: Animator in the hierarchy search bar to find all objects with the component.

twin musk
#

hmmm.. doesn't look like anything is calling those bools. ok here's another question. I have a cape and when I add it my fps drops from 30 to 15. you know any reason why that might happen?

#

oh I think I found the culprit

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for the animator component calling the bools, not the cape problem

hybrid tinsel
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If the cape uses simulated cloth, that will absolutely slow things down.

broken turret
chrome grail
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Why doesn't Unity's starter asset model work for animations?

nocturne mango
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I mean, when I start animations from different layers simultaneously my sprites start to break their location and XYZ is like -600000

broken turret
craggy wren
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My animation plays on the wrong hand

neon matrix
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How do i make my animations work with my AI's FSM? How do i track when attack animation is finished to exit AI's Triple Attack state for example?

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Currently i'm trying to track it's normalized time to be >= 1 in basically Update loop, but it doesn't work well...

hybrid tinsel
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@broken turret @chrome grail That means that you need to make an avatar that matches the model you're using.

chrome grail
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I'm using the starter assets model for third person and trying to use that model's avatar on the animations in Basic Motions by Kevin Iglesias on the asset store

broken turret
hybrid tinsel
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'blender's problem'?

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You need to create the avatar from the imported model, and if it can't find the correct bones automatically you need to manually assign them in the avatar editor.

brave frost
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im just a roockie and started making animation for a model

i started by making the starting pose but it doesnt work in record and i get this error

hybrid tinsel
brave frost
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How?

hybrid tinsel
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They are available in the animation window

patent ocean
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Hi, im making a model in blender that i want to animate, but for some reason when i create a rig in blender, it dosent come with a head or a nech bone, only spines and face... anyone know a fix?

calm mountain
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How would you set up an 8 way movement controller? I have the animations but I not really sure what is the best way to set up the controller. Would each direction be its own state? If I wanted to add running would I have to recreate each direction states?

uncut salmon
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Depends if it's a model in 3D or sprite in 2D.

calm mountain
#

its 3d

uncut salmon
#

You'll want to look up how blendtrees work then.

hybrid tinsel
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If it is 3d, no real reason to have a different state for each direction when you can just rotate the object.

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Unless each direction animates differently too

calm mountain
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yeah I'm using an animation pack I bought and each direction has a corresponding animation

gusty flame
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I don't fully know where to go with this because it is mostly animation but some script so I'll just do it here.

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This is an animation that I made that takes in RawAxis data using GetAxisRaw Vertical and Horizontal and feeds it into movement which then plays the right animation for the movement.

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Then it goes to the right idle animation using this code

override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
       if(animator.GetFloat("Vertical") == -1f){
           ResetTriggers("IdleDown", animator);
           animator.SetTrigger("IdleDown");
       }
       if(animator.GetFloat("Vertical") == 1f){
           ResetTriggers("IdleUp", animator);
           animator.SetTrigger("IdleUp");
       }
       if(animator.GetFloat("Horizontal") == -1f){
           ResetTriggers("IdleLeft", animator);
           animator.SetTrigger("IdleLeft");
       }
       if(animator.GetFloat("Horizontal") == 1f){
           ResetTriggers("IdleRight", animator);
           animator.SetTrigger("IdleRight");
       }
    }
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And ResetTriggers is just a function I made that sets every trigger to false except for the one in quotes.

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So the issue I am having is that it shows 50ms of the player facing forward before finally idling correctly to either the right, left, or backward. I assume this is also happening between switching from forward to forward just for obvious reasons it doesn't really matter.

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Then this is the blend tree that handles movement.

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If needed I can provide more but I am not sure where the random few frames of facing forward is coming from between switching from movement to the corresponding idle.

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I feel like it has something to do with the blend tree during the swap but I don't know hence I'm here.

bright parrot
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so i really dont know but what happens if you just slap a return into each of those animation branches

gusty flame
bright parrot
gusty flame
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Okay will test, i'm actually on the road right now so I will get back to you.

bright parrot
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my thought is its possibly trying to default somewhere, but not sure where or why

peak quiver
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I'm having an issue with humanoid rigging for animations. I have made the primary character that has the animations a humanoid rig, and the character I want to use them also a humanoid rig. But the second character doesn't use the animations. I can see in the animator that the script is calling for the animations and if I click on the character I can see things attached like collisions moving like they're being animated but the model itself doesn't animate. Any ideas on what's going on?

bright parrot
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pretty simple solution so likely not the issue, but, did your rig/bones copy in?

peak quiver
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I believe so. Both models have their respective rigs

gusty flame
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Oh wait

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it might be the default

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the player_idle default

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Nope it is not

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If you want I can send you the project file

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So that you can see for yourself

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It seems to be happening in the arrow returning from the player_idle_direction back to movement.

bright parrot
gusty flame
bright parrot
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We'd think that, but code is a mysterious realm 🤔

gusty flame
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Thats true

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Maybe you know a better way of doing what I am trying to do?

bright parrot
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This is 2d I'm assuming?

gusty flame
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Yes

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It plays the idle animation that corresponds with the last movement