#šŸƒā”ƒanimation

1 messages Ā· Page 87 of 1

gusty flame
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If they move left idling will play the (left) idle.

bright parrot
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I don't know Unitys systems all that well but in engines that ive written my own animation handlers for 2d, I'd create an array/enum/??? of animation sprite sets, then just set the desired one when needed, and iterate through its states.

gusty flame
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Ah I have it set up using individual frames

bright parrot
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Yup!

gusty flame
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Ok I found something out

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If I ever so slightly tap right

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then it plays that one frame of the character looking forward

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and if I do it quick enough it will actually change the state to the looking forward idle

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so somewhere it is playing just 1 frame of the looking forward idle

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and if I'm quick enough in pressing right it will show the look forward idle as opposed to the looking right idle

calm mountain
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I having an issue with blend trees. Whenever my MotionSpeedZ is 0 the animation gets stuck and doesn't play. no matter what I set MotionSpeedX. Previewing the animation works but in play mode it doesn't. All other animations play except left and right.

gusty flame
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Okay so I made the tree like this: and I am still having the same issue. That means that the issue is not within the returning back to movement. It just plays one frame of looking down before going to either idle state.

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So then it has to be something wrong with this.

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Yep it is 100% with the blend tree because moving the player_walk_left animation to the top plays one frame of walking left before transitioning to any of the idle states.

fluid sage
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so id like to make turrets that i can place down wherever i want and that i can aim to target wherever i want. Problem is i cant use scripts since this is for vrc. Basically id like to put down a little orb turret that will emit a particle (bullets) to wherever im pointing at and they will track it. Probelm is im not sure how to make a particle rotate and aim and fire out towards the desired location since the root of the fireing particle will be on my model im not sure if its possible to even do what id like, unless theres a trick im not seeing? or i just have to use scripts to be ablet o do it

lyric rover
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Someone ever worked with sherman animation project???

charred belfry
lyric rover
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I just want to find someone who did... and ask him how to import the downloaded file into my project

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This is the file i downloaded from unity site

charred belfry
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Did you read either of the ReadMe's?

lyric rover
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It says to open with either sherman.client or sherman.walkthrough

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I just want to see if my pc can run that scene

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With hdrp

charred belfry
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I'm pretty sure the readme details what each part of the project folders are and how to use them. The easiest is to just open the full project with 2018.4 though. It will take a while though

lyric rover
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Just drag and drop the files.. cuz when i tried to open it coulnd see the folder

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Just want to be sure if drag and drop works.. the files have 10 gb

charred belfry
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I am not sure what you mean. The folder labelled full project should be openable by 2018.4 Unity

lyric rover
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This is the downloaded file

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It isnt an unity file.. that can be opened when clicked

charred belfry
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Yes, you need to extract what you care about from the zip

glass pike
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I've a blend tree that works with the horizontal input(-1 and 1)
But if it's 0 also the -1 animation is played. How can I make that then noting happen?

manic lintel
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Hi, I have a problem with Timeline

When I try to record an animation of a gameobject an error occurs(I wanted to set the position of the player)

patent ocean
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Anyone know why rigify in blender dont create a head bone? i cant use it for humanoid unity rig without

obtuse hound
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Why do my hands look like this when i walk?

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i have 3 finger bones each so?

bright parrot
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Their weight might be too high/low

obtuse hound
bright parrot
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Eh, maybe. I don't use blender, but in cinema4d you'd adjust your mesh weight in relation to the bone system

muted umbra
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Hey, so I have an IK script which basically makes the character hand follow a pickaxe (or whatever weapon/tool that i will implement soon).
However imagine i want to make an animation of mining, how would i make that knowing that the objects are a camera children. I tried to animate the pickaxe and it actually look good on the character camera, but outside the player vision seems weird.

analog void
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How do i rotate this the keyframes on this particular frame on an animation to face forward? I tried root T.y but that rotates them in a bizarre direction.

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The character is facing forward in all the other frames but this one. Do i have to redo the entire pose?

analog void
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Anyone know how to simply rotate a characters keyframes?

kind lake
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i am currently trying to create a run cycle and i dont see any issue with the frames but the animation doesnt look right, could someone point me in the right direction on what is causing this?

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he looks like he is just flopping his legs around, i will get a video

twin musk
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It looks mid jump to left foot to right foot to next jump

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You need to start the run with walking then go from there

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I suggest making an 8-frame animation

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@kind lake

kind lake
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alright

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is that frame 3-4 u are talking about?

twin musk
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You're starting on a mid-jump in frame 1

zinc robin
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How do I freeze head position during animation? I have a camera attached to a characters head but when I play animations the screen shakes. I read online you can solve this with IK but even with SetLookPosition it still doesn't stabalize the head. I have tried avatar masks but pretty sure it wont work with head since its a child of the hips.

feral barn
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is it possible to apply an animation clip to a mixamo rigged character? if yes, then how to do it exactly? I have a weapon and a character model and an sniper deploy animation clip. I need to: Apply the animation clip to the character and attach the sniper model to the character

hybrid tinsel
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@charred nova one approach is to use an 'active ragdoll' setup where the limbs have a position they attempt to move to.

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@feral barn if both rigs are properly configured humanoids you should just be able to share clips between them.

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@zinc robin the usual solution is to have the camera following the head rather than being a child of it. That lets you add a dead zone and some damping to avoid jitter.

zinc robin
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@hybrid tinsel and how do you go about doing that? cause what i got rn isn't working

 public Transform head;
    public float deadZone;
    private Vector3 offSet = Vector3.zero;

    private void LateUpdate()
    {
        if(offSet == Vector3.zero)
            offSet = head.transform.position - transform.position;

        var dist = Vector3.Distance(transform.position, head.transform.position);
        if(dist > deadZone)
            transform.position = head.transform.position - offSet;
        
    }
hybrid tinsel
# zinc robin <@!172484507788771328> and how do you go about doing that? cause what i got rn ...

This is what I use. You'll have to adapt it to 3d since mine is for a 2d game, but it should give a good idea ```using UnityEngine;
using System.Collections;

public class SmoothCamFollow : MonoBehaviour {

public Camera cam;
public Transform[] targets;
public int targetIndex = 0;
public float distance = 10.0f;
public float height = 5.0f;
public float heightDamping = 2.0f;
public float horizontalDamping = .5f;

void Start()
{
    if(cam == null){
        cam = gameObject.GetComponent<Camera>();
    }
}


void LateUpdate () {
    if (targets[0]==null) return;

    float wantedXpos = targets[targetIndex].position.x;
    float wantedHeight = targets[targetIndex].position.y + height;

    float currentXpos = transform.position.x;
    float currentHeight = transform.position.y;

    currentXpos = Mathf.Lerp(currentXpos, wantedXpos, horizontalDamping * Time.deltaTime);
    currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

    transform.position = new Vector3(currentXpos,currentHeight,transform.position.z);
}

}

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You can take out the array and just use a transform as the target if you want; I just use that for switching targets during cutscenes and stuff

gloomy parrot
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Hello everyone! I need help.How can I attach weapon to player(use mixamo Shooting animation)/I tried to attach it to prefabs hand.

hybrid tinsel
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That's the usual way to do it

twin musk
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everytime i setup the model rig with the humanoid option which includes a walk anim i get this error. anyone know the remedy for this?

timid sage
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What animation software you guys use for 2d character animations or any other 2d animations ?

hybrid tinsel
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@twin muskThat usually means the rig you are importing has extra bones in it that don't map to the humanoid template, which also have animations that throw off the retargeting.

timid sage
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I want to use a separate software for more organic control and something that is really meant for animations like that

grand sparrow
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Hello ,I downloaded a asset that is caracters that i wanted to animate but how do i put them in mixamo if they are .prefab_

bright parrot
grand sparrow
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aight ty

spiral niche
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I use this code to play an animation but after i played it once, i cant every play it again until i restart the game. Loop time is off btw. Any ideas?

anim.Play("SniperShoot");
hard brook
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i have these enemy buff choices presented to the player, there's a 50% chance you get the one you selected otherwise it chooses one of the other two randomly. i want to animate this with some kind of positive feedback animation if you got the one you wanted, and some kind of negative feedback animation if it ended up choosing the other ones

but im not really strong with animation stuff and wondering if anyone has any suggestions where to start?

hard brook
uncut salmon
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For scaling things down, don't bounce it. Bouncing is an effect that makes things popping in look juicy.

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If you want to make scaling down look a little nice, just scale it up a bit before shrinking it down.

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Plus you can do other feedback like having them scale up a bit when you mouse over. Just make generic components and slap that on everything.

hard brook
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maybe this isnt an animation question but what if you wanted to add some kind of glow/outline to the item card that was selected? how could i go about doing something like that?

rustic geode
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anyone know why my animation goes like this

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when it trries to play

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my rig is set to humanoid as well

hybrid tinsel
hybrid tinsel
hybrid tinsel
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@spiral niche transition to an empty state after it finished to reset it?

digital pecan
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How do I animate a group of children objects?

I have an object that I've added an animator to, and it can correctly perform animation. I then transformed the mesh into a bunch of voxels using a tool. It now has nothing but a transform for the parent object, and a group of child objects, each having their own mesh. However these child objects don't seem to listen to the animator on the top, and not moving

uncut salmon
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As said in the other channel, you would have to remake the animation.

digital pecan
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Thanks. How exactly do I do that?

uncut salmon
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If the animation targeted bones, you could rename your meshes to match the animation targets.

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But hand. As in, literally make a new animation. Animations control properties of objects like position, rotation, etc . If your new model doesn't align with what the old animation was looking for, it'll not do anything.

twin musk
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how do i use animation rigging to make my character have a dynamic pose when on uneven terrain?

feral barn
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does anybody know how to attach a model and a weapon to this animation?

hybrid tinsel
hybrid tinsel
modern sky
digital pecan
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How do you dynamically add child objects to an animated object?

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Say I have a character animated through a skinned mesh renderer. Now I want to add an armorplate to it and have it move with the character. How do I do that?

hybrid tinsel
digital pecan
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How and where are they connected to the mesh?

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They don't seem to be referenced from the sibling object (which contains a skinned mesh renderer and a material) or from the parent object (which has only a transform and the animator created for it)

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So how does this 'bones' object (the hiearchy of transforms in the first image) interact with the rest of the objects if it's not referenced from anywhere?

hybrid tinsel
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It is referenced in the skinning data.

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And yes, those are the bones.

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Those transforms are the parts that actually move, and the skinnedmeshrenderer deforms the mesh based on those movements

digital pecan
hybrid tinsel
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I have no idea; I know you can access it through code but otherwise I dunno.

delicate jay
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Hey, just opened my first animator in unity, I've noticed that if I'm inspecting the game object with the animator component, my game view with gitter slightly. What could be the cause of this, and otherwise, should I care if it doesn't happen while inspecting other objects?

hybrid tinsel
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Well, I've not seen that personally. Maybe see if restarting unity fixes it.

quaint shoal
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I think im having a severe brainfart cause I seem to have forgotten how to drag sprites into an animation file.

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I got a sprite sheet split up, i only recently got my head around the controller, and I do remember that I managed to create an animation by dropping a selection of multiple sprites into the scene.

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Problem is, that method creates a new animation and a new controller file, so the impression im getting is there's a way to throw those into empty animation files created through the project window, but all I get is the 🚫 cursor no matter where I try to drop the sprites

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Ok, this might either be progress or I'm doing something dumb, cause the interface seems to be a bit more receptive now that I've thrown the empty animation file onto an empty dummy object with an animation component

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Would anyone please give me a hand here?

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Alright, it does seem that in order to edit an animation file, it needs to be attached to something on the scene. The changes do seem to stay on the animation file after I remove the dummy object, but now I can't edit the animation file.

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Either i'm doing this right, or horribly horribly wrong.

vivid barn
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Hey, I wanted to learn how I would do an animation with multiple things. For example a character knocks over a bottle and then picks it up. How would I do that? I animate in blender but does that mean I need to have a whole separate scene for the cutscene alone or could I use the original file for the character and just use actions? Does the bottle need to be in the same file as the character or should I animate with a box and replace the mesh in unity? Any other ideas would be appreciated. Thanks

hybrid tinsel
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@vivid barn this sort of thing is what the 'Timeline' package is for.

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@quaint shoal no matter what they di with adding sprites to it, the animation window really wants to be wirking with hierarchies of game objects. It gets pissy when you try to be abstract =p

mystic idol
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has anyone worked with anticancer here?

quaint shoal
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i.e. after im done i can just remove it from the object

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bleh

eager arch
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that took a lot of coffee and mental health points

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still have a long way to go but for now looking good

glossy trench
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does anyone know how to animate an object in only one axis?
i am trying to make the target float up and down without affecting the x or z axis but i cant figure it out

toxic dome
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Is there a way to save/export a composition of multiple avatar masks/layers into a single animation?

patent trout
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Exported this lip sync from blender, came out pretty cool for a first try - but then, nightmare fuel when it was imported to Unity

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Wtf even happened here, any guesses?

feral barn
floral pulsar
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hey. any idea why the root transform gets messed up for rotation in Animation?

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this is the supposed rotation

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supposed to start from -100 on Z axis and towards 0. but in game, I think it starts from 0 and goes to 100, then next time to 200 etc. it's not doing animation on global rotation, it's doing it relative to last frame

patent trout
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Offering payment to solve this issue

bright parrot
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does your material have a deformer on it or something? seems like the mesh is being messed with. i doubt a normalmap could do that but its possible I guess

hybrid tinsel
patent trout
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The material doesn't even have a normal, its just a base 2d layer. And yeah, an armature was used w/ bones for posing, but the face runs off of values 0-1 that are keyframed in at different values

peak quiver
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Hey everyone. Kinda an odd question, maybe. I have my characters runing their animations off humanoid avatars but things that aren't attached to the humanoid rig don't follow the body parts they're attached to. For example a backpack that doesn't sway with the body in idle, or a hat that doesn't jump with the player. Any ideas how to make these follow along with the players animations?

grand sparrow
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hello! hope yall having a nice day , i kinda need some help is there anyway to attach the camera to the players head

grand sparrow
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it is

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the thing i want it to attach the camera to the animation itself

half perch
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Hello all, I have a question about Animator tool.
In the attached screenshot, when I click on Any State node, I can see 4 transitions. But in the graph, I only see 3 transitions connect to Any State. The missing transition is Any State -> Cast Spell.
So, my question is. How can I add more transitions connected to Any State but hiding from the graph? Because I don want my graph messy with many simple transition.
Thank you a lot.

digital pecan
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Hi, anywhere I can find a complete guide to animation rigging?

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Seems like a pretty new (?) topic and couldn't find a very complete set of youtube video

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If there's any blog or book on the topic that'd be great

twin musk
# digital pecan Hi, anywhere I can find a complete guide to animation rigging?

You watched this? https://www.youtube.com/watch?v=Htl7ysv10Qs I'm in similar boat haha

Let's create procedural animations using Animation Rigging!

ā–ŗ This video is sponsored by Unity.

ā— Learn more about Constraints: https://docs.unity3d.com/Packages/com.unity.animation.rigging@0.3/manual/ConstraintComponents.html
ā—GDC talk on Animation Rigging: https://youtu.be/XjMKbElVNmg

ā— Download the Skeleton: https://assetstore.unity.com/pa...

ā–¶ Play video
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I'm trying to figure out how to play an animation which key frames constraints and reposition the constraints (so ignore the animation key frames)

paper violet
twin musk
#

yea

normal prawn
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my unity has been loaded this for over 30m and i dont know why

feral barn
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does anybody know why my my hands look like this when i import my animation from unity into blender?

sturdy topaz
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Help, I made an animation with 2 bones, how do I play this animation? Only one bone moves no matter which animation I play

sturdy topaz
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Apparently only one animation can be played at a time. How do I fix this?

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Animations just don't work. animator.Play() doesn't even seem to do anything anymore

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Where does the animator component have to be attached?

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All I want is a simple tiny little animation, it looks like that's too much to ask for from Unity.

weak iron
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How can i play 3d animations on the beginning of the scene
With loop

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fbx type?

celest crag
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Most likely you'll need to start playing it first. So hook up to any Start method.

weak iron
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I made it in mixamo

pearl horizon
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whats an easy way to play a pre-rendered cutscene?

celest crag
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You can find animation tutorials on Unity Learn. There are pinned links here as well

celest crag
#

Quick primer, should lookup proper course on it. https://www.youtube.com/watch?v=G_uBFM3YUF4

Learn how to use the new Timeline Editor in Unity 2017!

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ā–¶ Play video
#

Oh pre-rendered...

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That's not really relevant to animation. You just play Video clip object

pearl horizon
toxic dome
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If it’s a large video you should also consider putting it in StreamingAssets so it doesn’t load the entire thing into memory,

twin musk
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In the editor how do I reset my armature back to the rest pose after it was mistakenly modified?

wide charm
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i have A LOT of tiles i want to animate each with 8 frames and its on an image like this:

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32x32, any way i can mass animate all of em?

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i have the Animated Tile library thingy

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anyone?

quartz juniper
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has anyone has an idea how to bend an arm in unity

trim hatch
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did you import from photoshop?

quartz juniper
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does it have to?

trim hatch
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it's easier if you do

quartz juniper
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explain pls
i use procreate cuz i dont have drawing pad for laptop yet

trim hatch
quartz juniper
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wow

trim hatch
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use psd importer if you can

quartz juniper
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hmm maybe i try another method but ty

clear orbit
clear orbit
quartz juniper
clear orbit
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apply the bones to the mesh?

quartz juniper
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as you can see i allready apply it
however the bones doesnt appear in the scene

clear orbit
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maybe turn on gizmos

quartz juniper
clear orbit
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I looked through an old project. last time i did it i am sure it was auto-generated

clear orbit
quartz juniper
clear orbit
quartz juniper
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still no

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cant create bone

clear orbit
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well its turned off

quartz juniper
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i thought u ask to turn off so i can add bones

clear orbit
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it has to be on

quartz juniper
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ok allready on

clear orbit
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ah ok. maybe a different problem

clear orbit
quartz juniper
clear orbit
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all of them

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its a button

quartz juniper
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oh i see

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thanks

clear orbit
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np

astral echo
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Hey, I was wondering if anyone had any experience with/suggestions for an animation "draw distance" system

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Where animations only play (or play at different framerates) depending on the distance from the camera

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I've experimented a bit with a system using Animator.Update() and disabling the animator, but I've run into some issues where animators take too long to start, or wait until going into the correct animation, leading to delayed animations. I've also encountered failure to register changes in animator parameters. Does anyone have experience with getting skinned mesh renderers to be performant like this? I often have between 1000-4000 skinned mesh renderers animating and I really need to increase performance, as it takes my FPS down from around 40 to 15-20

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The system I've tried does somewhat work, but the visual problems make it quite unviable

twin musk
rustic geode
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Because i am a bit confused

rustic geode
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Ok nvm i got it but new problem

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When I press play my colliders and stuff stay above the ground however my actual avatar goes wayy below the ground and the animation plays on that

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idk what the problem is

hybrid tinsel
hybrid tinsel
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bone skinning is entirely CPU so it doesn't scale up well

astral echo
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I have GPU skinning enabled, is there something else to do?

astral echo
twin musk
hybrid tinsel
hybrid tinsel
twin musk
#

that looks specific to the sprite editor

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I'm talking about in the scene editor

hybrid tinsel
twin musk
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This only applies to sprites, as on a 3d armature this does not appear

astral echo
hybrid tinsel
twin musk
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That's right

hybrid tinsel
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But that will also revert other changed you've made

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So be careful

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You can also drag out another copy of the prefab and copy the pose using animation toolkit(free on the asset store)

twin musk
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Need it for animating in Unity, in Blender I could do Alt + R (or S or G)

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best option may be to just make a script to reset based on prefab for selected bone/object

hybrid tinsel
twin musk
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YO

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that's a good option

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didn't think about this lol

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still need a hot key for it lol

hybrid tinsel
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You can also do it per child to just do the bones

twin musk
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esp for specific obj in prefab

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thnx

hybrid tinsel
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Doing it by script would be easiest if you have a lot of them to do, or as I mentioned using animation toolkit which has a save/load pose tool.

astral echo
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It seems like the animation isn't a big bottleneck as long as the animators are disabled when far away (barely even shows in the profiler) , but getting that to work efficiently and without a high impact of visuals is tricky

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this way only about a max of 400-500 animators will be playing at once, which is fine if some of them are running at a low framerate

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I'll look into maybe integrating it the the LOD groups as they're doing a lot of the calculations already

clear orbit
astral echo
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after all this time the simple solution seems to be to just use renderer.isVisible

glad shale
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so im unsure if im understanding the concept properly, specifically 2d is there a way to, "template" an animation controller? like say I create an animation tree for movement. can i swap out the animations, or do I have to make such a set up for every new character?

astral echo
glad shale
#

thank you.

harsh pike
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how do i get animations to be on my model

wide charm
twin musk
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question, I've always made bone based animations

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I wanna try some krita animation fram by frame

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how do I import them in unity???

autumn vine
#

I have a problem with Blend Tree in Unity. I want to do pick up a weapon and after picking it up the hand animation has to change and just hold the weapon. I made a new layer in my character animator called "HoldingGun". When we raise the weapon, I set the lerp to weight and until then everything works. The next step is to raise both hands up and down in relation to the X rotation of the camera. I have 3 animations where my character looks down, forward and up. The task of the blend tree is to blend between these animations to create one state, however, between the animations there is an error shown in the video below. I dont know why the hands swing sideways and in the end they fold up again. From animation to animation they go like a bow. The problem arose when we changed the animations to Humanoid. Before that, on another model, everything was fine, but without the humanoid. I don't want it to be like that because the goal is for it to rise in only one axis, only in the X rotation. Its looking weird right now. You can also suggest another way to do it, such as Animation Rigging (although I prefer Blend Tree because I have more control over it). I would be very grateful for your help.

clear orbit
brisk oar
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this is not exsiting for me

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i cant change the framerate for me

split yarrow
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help starting making hand drawn assets?
Google lead me to a lot of things that seem to expect I understand what I'm doing...

alpine moth
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I'm trying to follow a brackeys tutorial and the Samples thing isn't there on my side anyone know how i can fix this

uncut salmon
#

At the top right of the animation window, click the dropdown.

uncut salmon
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Nothing, thats not the dropdown.

alpine moth
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oh

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hang on

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found it

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is it show sample rate

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or set sample rate

uncut salmon
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You're trying to show it, are you not? A little test would quickly answer that question though.

alpine moth
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Yeah I figured that out

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tysm

alpine moth
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how can i fix the animation being offset when it shouldnt be this high up

alpine moth
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is this not the place for this

uncut salmon
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Set the pivot for the sprites to be at the bottom center, don't move the position of the sprite in the animation.

alpine moth
uncut salmon
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In the sprite editor

alpine moth
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thank you

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its flickering a lot now

#

what the heck the first frame is higher than every other frame

#

figured it out

#

i only did the slice thing for the first thing

#

frame

#

this doesnt feel right

twin musk
#

Does anyone have tips for animating/drawing characters because i have a game and the code is all good but the character is looks weird because i suck at animation

twin musk
#

i just imported a idle animation in unity and the left leg looks a bit odd. How do i fix this?

quartz juniper
#

why is the text not centered when i played the scene

final pasture
#

Or one is left and the other one is center ?

quartz juniper
quartz juniper
clear orbit
quartz juniper
final pasture
final pasture
quartz juniper
#

turns out i used + " " so i dont have to turn numbers by .toString or something like that

glass nymph
#

So when i import my character model into unity, for some reason all animations are doubled. Anyone know why this is happening ?

#

in Blender i only have these two animations but when i export i get 4

twin musk
#

need some help

#

how do i make my animated object go from a to b on a curve instead of straight to it?

primal latch
#

hey

#

im working with animation shi for like second time

#

i have a brething anim in my fps game(the gun go up and down)

#

and i have the same for when im aiming

#

but idk how can i know my curnet position of the gun (cuz im brethin)

#

and im wondering how can i get the position easily

primal latch
# twin musk

you can add an anim in between the like say the whole anim take 1 sec so at 0.5 u just set position to the point on the curve (the top)

barren sigil
#

(reposted from beginner scripting because i dont think it fits) I have an animation that is supposed to move some buttons and set them to transparent, along with some other stuff, but when i play it in-game, the other stuff happens but the moving disappearing buttons don't

obsidian pebble
#

can someone please tell me why my slicing isn't working? i'm so tired šŸ˜…

night wharf
#

i'm using a blend tree 1d with a direction between 0-0.875 for direction and 1 for idle, however this method only allows for a single (right pointing) idle animation

#

how would I allow it to simply idle in the direction it was last facing and have a slower animation speed or something

obsidian pebble
hybrid tinsel
#

@obsidian pebbleI'm guessing that you removed padding around the outer edges in the export?

hybrid tinsel
#

Well, just look at it? The middle frame has padding on both sides, but the first and last frame have no padding on the outer sides

primal latch
hybrid tinsel
#

@primal latch I can't even read your posts, much less figure out what your problem is.

clear orbit
brittle raft
#

Could anyone recommend a good resource for getting better at skeletal animation? I know how use the tools but would like to develop my skills.

#

YouTube tutorials etc

#

When I search I'm only finding guides for how actually rig and create keyframes

primal latch
loud cobalt
#

I added Animator to my rag-dolled character and the physics are gone. Is there anyway to keep both?

#

I could disable animator, but i need to use SetBoneLocalRotation :/

twin musk
#

Hello

#

why the animations doesn't play on a generic rig character?

primal latch
#

i have prob with this code: ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimToWeaponController : MonoBehaviour
{
public WeaponController weaponController;
private Animation anim;
public Settings settings;

private void Start()
{
    
}
public void Scope()
{
    weaponController.Scope();
    Debug.Log("scope1");
}
private void Update()
{
    if (settings.IsGamePaused) PauseAnim();
    if (!settings.IsGamePaused) ResumeAnim();
}

//pause anim
public void PauseAnim()
{
    anim["IdleGun"].speed = 0;
    anim["AimStart"].speed = 0;
    anim["AimBrething"].speed = 0;
    anim["AimEnd"].speed = 0;

}
public void ResumeAnim()
{
    anim["IdleGun"].speed = 1;
    anim["AimStart"].speed = 1;
    anim["AimBrething"].speed = 1;
    anim["AimEnd"].speed = 1;

}

}

torn thorn
#

It snaps back to the original so fast meaning the second part of the idle animation gets no chance to be seen

vernal nymph
#

Anyone got any tips on creating dynamically changing animations. I have a small magic game I'm working on and want the players to be able to change their eye and staff color.

vernal nymph
twin musk
#

Hey guys, I'm new to animation in unity. I downloaded animations from Mixamo and want to import it into a custom character, I've been searching on youtube quite a while but still find the same issue. Please DM me if you can help!

hybrid tinsel
#

@primal latchI have no idea what you're doing with that code. Why not just set the speed of the animator, or alternatively change the global timescale?

hybrid tinsel
young mulch
#

Hi team. Question - any performance hit if I have many characters with skinned meshes using an armature scale of 100 and not 1? I read something about it but I forget

#

And couldn't dig anything up

iron mist
#

@primal latch maybe you should say what the code should do first šŸ™‚ and you dont set anim to anything? maybe add this anim = GetComponent<Animation>(); to Start() would help. But yah what @hybrid tinsel said. we have no idea what you are trying to do.

brittle raft
iron mist
#

Yah i was wondering why they had Animation and not just grab the Animator instead

calm galleon
#

why isnt unity letting me drag and drop my asset to the animator

#

animator timeline

#

idk what to call it

primal latch
modern reef
#

Please excuse me flipping you all off, it's a genuine question I swear.
I'm learning how to make my character hold a sword via animation rigging and I have a few questions, I was hoping someone might have an answer or be able to point me in the direction of a good learning resource.
I set up an animation rig with a two bone IK constraint to "hold" the sword. I highlighted the points I put as the root, mid, tip with red circles (and the skipped joint between them with a white circle), am I selecting the right joints for this?
As you can also see from the photos, there are individual fingers on the model. Should I be adding an IK constraint for each finger to get the hand to "wrap" around the weapon? Would I also need to add colliders?
Is there a better way to get a character to "hold" a weapon in instances where the weapons gameobject varies? I.e., am I barking up the wrong tree in the first place or going about this the right way?

primal latch
#

when i pause the game

primal latch
modern reef
hybrid tinsel
#

@modern reef Just using an additive animation of a closed hand is probably the best solution unless you need extreme detail in the grasping.

If it is a mecanim humanoid you can also control the finger bending by code without IK.

vernal nymph
#

Can't drag sprites into animation window. Can someone tell me why

hybrid tinsel
vernal nymph
torn thorn
#

Does anyone know how to fix this animation problem

#

I know I can edit the box collider but why does the whole position shift when the animation changes ?

modern reef
woeful cosmos
#

guys do u know how can i make cutscenes in a 2d game ?

final pasture
hybrid tinsel
#

@torn thorn you probably didn't set the pivot point correctly in each frame

torn thorn
#

Yeh I managed to fix it by playing around with the pivot

#

Thank you 😊

hot sandal
#

Hey guys, i imported a Mixamo animation and i am trying to use it on the default character from the third person asset pack (from Unity)
but im wondering, why is it holding the 'gun' like this?

#

and not like this

#

and yes, i do use a AvatarMask for the upper body to apply the 'aiming' animation

placid kayak
#

i want to make an animation that will basically rotate a sprite a certain amount of degrees declared by my script

#

for that i need to use a variable inside of my dopesheet i think

#

i can't seem to find how

#

any help would be appreciated

supple maple
#

anyone have idea why the model (right) is see through?
i am at dead end coz the model (left) is what i want but from the inside prefab material

kind quail
#

I resized my pixel art spritesheet from 96x96 sprites to 64x64 sprites, now all my animation clips for this spritesheet don't work anymore, is there any way I can restore them ? Or do I need to do them all manually again ?

pure abyss
#

guys is it possible to record some animations (for camera) while flying in scene view? I mean - I would like to record a keyframe to animation at selected interval and then just fly camera by wsad + rmb. It feels more natural that way, but I am unable to figure out how such thing could be possible

rough wadi
#

Anyone know why my bone renderer doesn't work properly? This is a UMA avatar.

hybrid tinsel
desert galleon
#

Does anyone know where Unity gets the name of an imported animation from when I'm importing a single animation? Like what field in an fbx file?

brazen quartz
#

not entirely sure where, but for what purpose do you need the name?
you can just rename the animation when importing the asset in the editor

desert galleon
brazen quartz
#

oh that sounds
complicated lol
i know nothing about this but i'd ask the blender discord
unity seems pretty literal in taking its filenames from the imported file, so i'd hazard a guess that the issue comes from blender rather than unity

#

take it with a grain of salt ofc šŸ˜”

desert galleon
#

Ah it takes it from the scene name. I'm sure its not actually the scene name but probably some fbx variable that it grabs the scene name for. FBX files are headache inducing

#

Whats really fun is I import my exported FBX back into Blender it is a total mess and has a bunch of glitches. But when I import it into the game engine it works fine.

In order for FBX files to work, Blender has to export them differently than they import them. FBX file format is just so terrible I can't even explain how many problems it causes.

rough wadi
#

Is there a way I can remove the animator without removing my rig?

desert galleon
#

Um you mean the animator component?

#

Thats just in the prefab of your skeleton package?

#

Hm I'm not sure. Interestingly enough the Animator is not part of the prefab in the asset window it only gets an animator when you place it in your scene. Then you can remove it.

#

I would say its not really proper to just throw skeleton prefabs in your scene. You'll need colliders and such so you're going to have to make a prefab with your skeleton and everything else that follows the player (potentially camera)

#

And if you decide you want to change it later you wont be able to without manually going through your scene and updating

exotic dragon
#

whats the basic way that I would have an object with two conditions controlling 2 seperate properties through animation?

#

what im trying to do is

#

I have a canvas image

#

I want its sprite to be based on one condition (play animation when a button is pressed) and its position to be based on another condition (move up and down when a different button is pressed) but they have to be happening AT THE SAME TIME so if I press both buttons it needs to move and change sprite, etc.

primal yacht
#

can someone tell me why this is happening? without the animation it's fine but as you can see on the right with animation it's not.

mild imp
#

My models are in "fetus" mode when im not scrubbing through an animation / in play mode, how do i get a normal pose for them?

desert galleon
#

Unity plays animations at 30fps correct?

desert galleon
desert galleon
frank anchor
#

i just finished making a couple animations on my VRChat avatar for clothes toggling on and off, what do i do now?

twin musk
quiet onyx
#

WHAT IS THAT!?!?!?!?

#

LMAO

#

OLLOLOLOLOLLOOLLOOLLOLOL

wooden granite
#

Do you guys make animation of guns beforehand or use ik to grab it during runtime?

desert galleon
#

Is there any reason that most people make scripts attached to gameobjects to update animator controller parameters rather than using a script attached to the animator controller and using the StateMachineBehavior's OnStateUpdate() function? I imagine OnStateUpdate() would be a more proper place to update parameters than the gameobject's update() function, no?

hybrid tinsel
#

@desert galleon Well, it depends on the context. Most people have the actual game logic and input processing in Update() which makes it a good place to put the animation parameter messages.

Also, Update will still be called even if the animator is NOT updating due to being culled which can occasionally be important.

#

I use StateMachineBehavior scripts mostly for stuff that doesn't really need much interaction with other systems.

wooden granite
#

in fps games, do you guys put the hands separate from main body?

wooden granite
#

how do i separate it ?

dark hull
#

then the animations aply tho the hands too...

#

but it complicated thing later on so much that i decided to go another way...

#

which im figuring out rn šŸ˜„

wooden granite
#

I thought of using pre-made hands holding guns so whenever player pickups gun, it sets the respective hand model active

#

I don't know if this is good way to do

#

Can someone else tell me what method they used to achieve what i am trying to say?

#

Should I use ik to hold weapon or pre-made hands?

hybrid tinsel
#

Either is a valid option

wooden granite
hybrid tinsel
#

Both.

desert galleon
# wooden granite in fps games, do you guys put the hands separate from main body?

Yes.

Essentially you create an alternate skeleton using the same bone structure but with just the arm bones and mesh.

If you want to add a true first person with the legs showing, often times you can just blend the third person animations onto the legs.

Although if you're making something like mirror's edge, you made need to customize the leg animations to look better in first person, but generally with an FPS I wouldn't even recommend having the legs

wooden granite
#

I don't want legs to be visible

#

Just the hand model

#

i would put the hand model on different cam so it renders on top

desert galleon
#

Yea I use rigify for all my rigs and I just delete the spine, legs, pelvis, etc. bones on the metarig

wooden granite
#

And cull the body part

desert galleon
#

I would keep as much of the arm as possible because you never know when you might need it. You can hide the arm pretty easily by squash/stretch or changing the elbow pivot

wooden granite
#

So you export hand and entire body separately or in single file with just the arm deattached?

#

What if I want to add new weapons later?

#

I'm so confused right now

desert galleon
#

These are my two rigs in blender.

#

So I have two skeletons in the engine. One for first person and one for third person. I don't think you can really get around animating them twice, first person animations need to look different than third person or it will look weird.

#

IE this is what Mirror's Edge looks like in third person (the game looks amazing in first person) https://www.youtube.com/watch?v=yPSCeVSM0Sg

Featuring PlayMadness, MrXebaz, and ZeroCool__
For the sake of the people who don't understand, the only purpose of this video is to show funny animations in third person. We know the animations were designed for first person and that's why they look weird. We know Mirror's Edge is a good game in first person, and would have been a less good gam...

ā–¶ Play video
sleek urchin
#

i kinda need help creating an animation.. never done it before

hybrid tinsel
sleek urchin
hybrid tinsel
#

You mean that the button is animated, or that it triggers an animation in a model? Either way, probably more of a#šŸ“²ā”ƒui-ux question

chilly lantern
#

Hello! I'm very new at this and I am looking at rotating several items around one, to create a sort of fan spinning. How could I approach this?

#

Ah, yes, I'm working on Unity 2019.1.0f2, for the program I'm working on to use this requires it. I am making an Asset Bundle of some objects.

snow depot
#

I've got a super annoying issue

#

I've learned that unity will create sprite animations if you drag several animation frames into the scene view at once.

#

but I need to use those animations on an existing gameobject that already has a sprite renderer....

#

I used to be able to 'reassociate' missing animation properties by triple clicking it and entering the right hierarchy path, but that does not work in this case

worldly rover
#

I'm trying to make an player model for a TPS. I'm trying to make the character's arm go front and back without it looking weird. I'm not good with weight painting so can you please help?

snow depot
#

I would think that modeling in t-pose would somewhat prevent that spiral pattern you see on the arm

#

besides that, I would absolutely try to get rigging over with asap and try not to think about it ever again

worldly rover
#

I got the rig done.
It's just I can't get the weights right

snow depot
#

huh

#

I thought the weights were part of the rig

worldly rover
#

So should I re-work the model into a t-pose?

#

would that fix it?

snow depot
#

I wish someone more experienced would give their opinion

merry junco
rigid totem
twin musk
#

Question: What is the right approach to animate texture of an object? For example, often in games, I see static objects such as computer screens with changing metrics, loading bars and such. How do you effectively achieve this with Unity?

My Example: I'm trying out something simple, I have a trashbin that has a glowing recycle sign, but I want this to change to a glowing X once the bin is full. Am I right to assume that the best, cheapest way to do this is to have the part of the model that has this recycle/X logo as separate object. Then, create a shader with normal and emission textures with 4x sections (only 2/4 will be used, for this particular object) and offset via code from one section to another for both the normal and emission texture.

Is there a better way to achieve this?

merry junco
arctic dome
#

[Animation Rigging] Hello. Trying to change source weights of multi position constraint and it just ignores, when changing manually in runtime works as intended. Someone knows to change weight via code ?

hybrid tinsel
#

@twin musk there are lots of ways to do that. For your example, the texture off setting would work perfectly well. You could also use a sprite renderer amd directly animate which sprite is being displayed.

For more elaborate screen animations, you could use a world-space ui canvas or a render texture.

#

@merry junco What part are you trying to replicate, exactly?

twin musk
rigid totem
steep linden
#

What ever happened to Proportional Studios and Props Animations? Was, and still is, a GREAT asset.

hoary crown
#

I'm not quite there yet, but I'm the future I'm going to add an enemy navmesh agent, and I'd like him to have root motion animations for entering doors and other spaces, I was thinking of setting it up like this: when he hits an offmesh link, stop updating the agent, play the animation, and add an event to the final frame of the animation that updates the animation script to the root bone position and re-enables the agent,
Am I on the right track?

hybrid tinsel
hoary crown
modest raptor
#

Lads, I need help from someone who imports from Blender on the regular

#

Previously have had no issues but lately I can't get the import working properly

#

The axis is reversed and won't change despite having bake axis conversion on along with changing the export forward and up axis in blender

hoary crown
#

That rotation is a real pain
My workaround was to just rotate the whole thing in blender and apply the rotation, to whatever offer unity was importing it
Then in unity, erase the corrective rotations it might add

#

Just be careful with your armatures of course. I recommend saving before fiddling with it just in case you apply a bad rotation

green wigeon
#

If i wanted to edit the mesh of a skinned mesh renderer, what tool should i use?

#

i dont want to modify the bones or armature at all, i only want to modify the mesh

#

in trying to export said mesh as an FBX and importing it to blender, its imported with the armature but the armature isnt positioned or rotated correctly, and the mesh is also rotated relative to the armature

worldly rover
#

Should I just give up and do seperated bodyparts for my characters like those PS1 tutorials?

#

In this video I'll show you how to rig a character in blender for unity. Blender rigging can be very annoying to learn, but once you get it, it's pretty easy. I love old Playstation games and really enjoy making worlds that remind me of those times. If you want to learn how to make retro graphics, or ps1 style games, follow my channel and don't ...

ā–¶ Play video
green wigeon
#

What tools would you recommend if i wanted to sculpt a skinned mesh?

#

I tried exporting it via FBX into blender and back but the skinned mesh isnt rigged correctly when i import it back

#

for context im trying to edit a model from a unity game for a mod

hybrid tinsel
green wigeon
#

This is for a mod

#

i have the unity project for the game, and i can export the unity assets as an FBX using FBX exporter

#

but i need to be able to import the FBX back into the unity project while still compatible with the same skinned mesh renderer

#

ive had some success importing the FBX back into unity, but when i do it doesn't fit the same skeleton as the original model and isnt compatible with the same animations

green wigeon
#

It turns out that polybrush is capable of doing this

#

thank god

merry junco
pliant stratus
#

can anybody tell me about options provided in animation keys?

leaden aspen
#

hi, I am a beginner with Unity and I am trying to slice a sprite sheet. I got four sprites but for some reason Unity only slices the first three sprites. Could anyone please help me to solve this issue? (image is 2500x2500, in Unity I set 1000 pixels per Unit). Thank you very much

hybrid tinsel
#

@pliant stratus can you rephrase that?

#

@leaden aspen I can't read any of the settings in that video(watching on my phone) but it looks like you might have a texture that is smaller than the numbers you are putting in- it will only slice whole cells when using the automatic slicing.

shrewd creek
#

I'm not sure about this, but does trigger parameters get consumed by any layer if I have multiple layers in my animator ? Even the one set to 0 weight ?

twin musk
#

how can i increase the animation speed?

shrewd creek
twin musk
#

thanks but i already fixed it

#

i had to increase it from the blend tree

broken briar
#

Any of u guys know how to rig a rope and animate it?

#

I want to make a animation on it somehow

#

?

#

?????

unborn light
#

Is there a way to freeze an animation in whatever state its in. Imagine someone just got hit but a freeze ray or stun gun

hybrid tinsel
#

@shrewd creek zero weight layers still get evaluated.

#

@unborn light you can set the animator speed to zero.

#

@broken briar a line of bones down the middle of the rope is pretty standard, but it depends on what kind of animation you need.

arctic dome
#

Anybody using Animation Rigging package for foot ik placement?

sweet osprey
#

hey everyone, quick question. Anyone has any tips on animating in blender? I've been trying super hard to get the animations just right and while i work on the walk cycles or the animation in blender it looks good, but once i port it to unity it suddenly turns super goofy or seems off. It feels like i'm lacking a concept or technique and i'm just going by trial and error at this point. Anyone has some tips or knows something that might help me out?

hybrid tinsel
#

There are some common issues; most common with humanoid characters is creating animations that use bones that the unity mecanim humanoid doesn't use; any animation curves on those bones will be discarded. Also, using scale animation on bones will be discarded in unity when using the mecanim humanoid.

#

After that, the most common would be people animating with IK but then not baking the IK into keyframes when exporting.

warm basin
#

hey everyone, is there place to get rigging animations for a cat, like how you can for a humanoid on mixamo?

twin musk
#

How do I make my textured ball's animation look like this (even when changing directions)...

#

Instead of rolling like a Unity ball usually would?

#

Here's a better example.

sweet osprey
#

For example, when i was doing the first versions i sent my friends a screenshot and they memes on how it looked like a walk cycle of when "mom calls you 'cause the chicken nuggies are ready"

hybrid tinsel
#

Well, that can be an import issue.

#

For instance, if you are missing an extra spine bone with animation on it, it can make the torso swing around wildly

#

Or if your original skeleton had extra hip bones

sweet osprey
hybrid tinsel
#

@sweet ospreyAnd if it looks one way in blender and another way in unity, that is an import issue of SOME sort. šŸ˜„

sweet osprey
# hybrid tinsel Well, that can be an import issue.

ok, but i don't think thats the issue. Like, it looks normal in blender because its out of the setting i think, but when i put it in motion it looks odd. The animal still seems to be exactly the same, but once you open it in unity and test it, its like you notice how trash it is...

hybrid tinsel
#

Oh. Well, I mean, if the animation sucks then Unity won't improve it šŸ˜›

sweet osprey
#

They look the same (or at least, if there are any differences i can't notice) but in blender, while i'm animating it looks natural and when i pass it to unity it looks odd

sweet osprey
#

if i'm missing any step on making it look natural in unity

#

like if there is any procedure

hybrid tinsel
#

That could be as simple as camera FOV messing with your sense of scale or something like that

#

Maybe post some videos so we can see?

sweet osprey
#

like for example. Many times this has happened to me. I make a walk cycle in blender, import it to unity and then the walk cycle seems to be "lagging" with the movement

hybrid tinsel
#

Well THAT is usually an issue of timing

twin musk
#

I'm trying to go for something like this, where the ball animation's facing the direction you're moving.

#

Instead of moving like it is now.

#

Here, I'll record it now and show you.

hybrid tinsel
sweet osprey
#

Ok, i'mma try to explain it some other way. I do an animation. The animation is bad in blender, but i don't realize until i import it to unity. This can be because of many different issues such as me screwing up the timing, the speed, maybe i give way too much movement to the animation. But while its still in blender i don't seem to capture those flaws, only after i send it to unity.

Is there any strategy to combat those? Is there any "pipeline" i can follow to try and get better results

sweet osprey
hybrid tinsel
#

Why would it be? It is literally just an extra transform.

twin musk
sweet osprey
#

i mean, compared to other possible solutions, it will be basically always calculating the new position of the frames instead of scrolling a texture

twin musk
#

Because I think you'll understand if I show it instead of telling you.

hybrid tinsel
#

They're making a character controller, so...

#

Having the visual elements of a character be a child of the character controller is very normal.

sweet osprey
#

welp regardless, on my issue, any sugestions? @hybrid tinsel

hybrid tinsel
#

Well, I don't use Blender

#

You can post your animation for feedback I guess?

#

If possible you'll want to set stuff like FOV in blender to match your camera in your game so you can get a good idea of how things look

sweet osprey
#

give me a sec then

#

i need to plug the controller

#

ignore the fact that they dont shift to one another properly, its set up just for testing

#

@hybrid tinsel

twin musk
#

Here's what my ball does.

#

Here's what I want the animation to be.

#

Ignore the vfx and pay attention to how the ball rolls.

hybrid tinsel
#

Yes, I understood you.

twin musk
#

How can I get my ball to do that?

sweet osprey
#

ignore the crappy vfx but you get the idea

hybrid tinsel
#

Literally how I said

twin musk
#

Not the revving animation, but the rolling direction itself.

sweet osprey
#

that's code i think

#

or i'm not understanding it

twin musk
#

Just pay attention to how it rolls.

sweet osprey
#

its just a normal ball

#

it has a trail

#

some particles being thrown behind it

twin musk
sweet osprey
#

a mesh for the "wind" arround it

twin musk
#

Don't pay attention to the VFX itself.

#

Pay attention to how it's rolling, then compare it to mine.

#

See how it remains vertical?

sweet osprey
#

its just a texture of sonic scrolling

twin musk
#

Is that the right term?

sweet osprey
#

i'm not sure

#

OOOH

#

i think i got it

#

basically if you had your ball with a texture, when you turn to the sides it rolls to the side?

hybrid tinsel
#

Yes, I understand. I'm not seeing the problem with the solution I gave, though?

twin musk
#

Now that I can see it visually, yeah, that's making sense now.

sweet osprey
twin musk
#

So what was your solution?

sweet osprey
#

or the rigid body is spinning itself

hybrid tinsel
#

The spinning of the ball is entirely cosmetic.

sweet osprey
#

^

hybrid tinsel
#

It's just a normal character controller.

#

But you have a spinning ball as a child of it

twin musk
#

Ok, I'm confused on that.

#

I know what you're saying, but I'm confused on how I can do that.

hybrid tinsel
#

Break it down. Which part aren't you understanding?

twin musk
#

Implementing that. I know that what you showed me is cosmetic, but I'm confused on how I can implement it into my jump ball when it's already a child.

hybrid tinsel
twin musk
#

I don't care for the squash-n-stretch, I'm going for the smooth turning animation.

hybrid tinsel
#

Ok. So you have your character controller. It faces the direction you're moving, etc. Then you have a child object to hold the cosmetic stuff.

twin musk
#

An empty?

hybrid tinsel
#

You rotate the child object like a wheel, on a single axis.

#

Yeah

#

You can have an entire hierarchy of pivots for different effects.

twin musk
#

I added the child, now how do I use that?

hybrid tinsel
#

First calculate the angular velocity you want. Then apply it to the pivot object. And then have the ball as a child of that.

twin musk
sweet osprey
twin musk
#

Yeah.

hybrid tinsel
#

First, you get take the radius of the circle and calculate the circumference. circumference = 2 * PI * radius Then to get the speed of the wheel you divide the forward speed of the character by the circumference.

sweet osprey
twin musk
#

Yes I am.

sweet osprey
#

Just make the texture like this:

#

split the ball so both sides have the same texture

#

then make a lit or unlit shader and build this

#

It will rotate your texture making it spin

hybrid tinsel
#

Rotating the texture is fine except that it isn't very extensible if using anything but a sphere. Also you still need to calculate how fast to make it go šŸ˜„

sweet osprey
#

Then have a totally normal character controller and its done

#

if you'd like to change the speed or the texture you can just add those to the parameters of the shader

twin musk
#

Where can I get help for inverted normals?

sweet osprey
sweet osprey
twin musk
hybrid tinsel
sweet osprey
twin musk
#

I tried changing the normals to Calculating and Import, but it didn't work.

hybrid tinsel
#

The empty transform method will work with anything(including texture animation)

sweet osprey
#

in blender press CTRL I and i think it will automatically calculate

#

wait

#

wrong hotkey, let me check

#

Shift N

#

idk what CTRL I is and i'm way too sleepy to think straight

sweet osprey
sweet osprey
twin musk
#

Didn't work.

sweet osprey
#

which one, the flip, or the recalculate outside?

#

if the recalculate outside doesn't work try recalculate inside >.> usually flips me automatically

hybrid tinsel
#

@sweet osprey so does it look like c3p0 in blender too?

#

Your walk animation

twin musk
#

Both

sweet osprey
#

idk

#

i guess the best answer would be yes 'cause i think the problem is the animation i've done itself

#

regardless, any sugestions on how to work with animations for unity tho?

sweet osprey
hybrid tinsel
#

I mean, step one is to look at existing walk cycles. One thing I noticed in yours was that there wasn't much shifting of weight, just a sort of rigidly upright shuffle.

#

People usually keep their center of mass between their feet when standing or walking slowly, maybe with just a slight lean into the direction they are moving.

#

The faster they move, the more the upper body tends to precede the feet.

hybrid tinsel
#

Of course, you can push things for a more exaggerated look but there will always be the same basic poses involved.

cold swift
#

Quick question!! I have a working blendshape in blender, but when opening the fbx in unity the blendshape is there but doesn't show an interactable slider, and inputting any value causes the mesh to vanish. Anybody know why?

#

example of what I mean by "no interactable slider"

vital geyser
#

I want to animate a pixel art character in 2d but use in 3d. I want to know whether I should use pixel art animation and assign it to different eulerAngles for the 3d effect or if I should create a 3d model in Unity and then take shots from angles.

#

Wanted to know as Im not experienced in Blender but I also thought the detailing would be off if I went for it.

#

This is the character

hybrid tinsel
#

Either method would work.

clear orbit
vital geyser
agile solstice
#

It's better if you don't want to hand animate 9 angles
worse if you don't want to do modeling, rigging and armature animation

#

What's better often depends on what more do you want or need to do

#

If you'll have multiple characters, then 3D rigs can be re-used very efficiently

#

If you want the 3D models to fit in to a pixelated 2D world, that may take some extra work

vital geyser
#

I don't know blender. tho I'm willing to learn it. Its just that I feel my character won't be detailed

agile solstice
#

There's a lot to learn with blender, especially with the whole character modeling, rigging, animating and exporting pipeline

#

If you're not pressed for time, go for it by all means
Otherwise go with what you're familiar with

vital geyser
#

Guess I will go with Aseprite

formal urchin
#

hello, I'm trying to skip to the next animation state with some conditions

#

hold on I'm trying something

#

might not need help

clear orbit
vital geyser
clear orbit
#

unlesss you are already a failry good artist, all those perspectives are hard to draw

#

maybe theres some pixelator asset for unity

#

a shader

glad mango
#

How to Control Joystick Animation

versed shard
#

Been trying to get an animation to work, but for some reason it causes my model to spawn on his back and when i try to make it walk, the animation kind of makes him teleport around? as if he is doing massive steps

#

i have a secondary model that the animation works fine with

#

the only big difference between the models is that THE MODEL WHICH THE ANIMATION DOESNT WORK is lying like this in that panel

#

any help?

gaunt vortex
#

i have imported my character from Maya to To Unity and Rigged it Through mixamo and im Facing this issue , the pivot for my character is on abdomen due to which whenever i play a animation play falls down the grid .
Can Anyone Help me it's my first time importing character

vestal viper
#

This link should help you :

gaunt vortex
#

im using Unity 2020.3

vestal viper
vestal viper
covert tendon
#

Hello! Any help with this error? I've spent hours trying to find a solution but anything worked so far. Any clue/tip/solution?

hybrid tinsel
twin musk
#

hey guys i got an issue thats been bugging me for days, i have a overriden animation for a basic weapon holding, and an additive for a look up and down blend tree, just the usual but its not working at all, ive gotten rid of masks to remove any confusion but its still not working, can u guys help?

#

if i make the look overriden it works, but it doesnt have the hand holding

covert tendon
#

and that's the event created in the animation

#

Then this function in the object that is supposed to be hit.

#

but this last function is never executed.

hybrid tinsel
#

And the script is attached to the same game object as the animation?

upper shadow
#

so I've got 3 animations in one animator.
added the first one, it's a walking anim. triggers when the character moves.
added the 2nd, it's a firing bow animation, it plays when a bool is true
added the 3rd, which is a dance one, and is triggered by clicking a button.

first 2 worked great. 3rd one being in the Animator has since made my character unable to move

#

RootMotion is off and stuff so idk what might've caused this

stray shoal
#

its str8 in the anim

agile solstice
stray shoal
agile solstice
#

There's no option to exclude hips? I haven't used avatars before

stray shoal
#

nah just those options in that picutre

agile solstice
#

darn

stray shoal
#

legs and torso

#

Lol

#

hips are apart of the legs in this case

#

i wish it was more seperated out, maybe im missing an option idk

twin musk
#

Hello everyone, How can i play animation on trigger?

twin musk
#

because this third person controller is kinda complex

#

and i dont know where to add the animation

stable beacon
#

Then create a transition between the states you want to blend from

#

And set the parameter as a trigger

#

I recommend watching a video to make it simpler

hybrid tinsel
twin musk
#

wait wait

#

are you guys here?

#

ok nvm

#

so dont mind strafe locomotion there because i dont need that and i've disabled it

twin musk
#

if i click on Free Locomotion it brings up this menu

#

then if i click Free locomotion again it brings up this menu where i have the walk, idle etc..

#

where do i need to create the state?

hybrid tinsel
#

Either on a new override layer, or in the top level of the base layer outside of the locomotion.

twin musk
#

uhh

twin musk
green wigeon
#

Is there a way to setup a transition which is triggered through code? Right now im swapping between some animations by calling Animator.Play but this ends up making things snap into the start of the animation which doesnt look very good

twin musk
#

In that image?

twin musk
hybrid tinsel
#

Assuming that is the base layer, yes

twin musk
#

Ok

#

I'll do that tomorrow. Thanks for helping me!

celest crag
spark tide
#

my bad

wooden yarrow
#

Hi !
Programmer here -> I'm trying to edit an animation I got from Mixamo, but my changes keep being overwritten.

  • I duplicated the file to make sure it's not read-only
  • I use Record / Edit existing keys / Create new keys.
  • It seems great until I change frame, then it just goes back to how it was.

The model I use was created withVRoid then imported as fbx to Unity.

Any idea is welcome ! Thanks in advance šŸ™

normal phoenix
#

Hi guys, does anyone know why my animation is having issues with the y-axis? I'm importing from Maximo

crimson ocean
#

I am experimenting with rigging and all of the bones coming out of the center of the object. How do I fix it

twin musk
#

ok there is a problem @hybrid tinsel

#

if i click on base layer it opens this

gaunt vortex
#

@vestal viper I'm not getting the option, Idk why

twin musk
#

so i dont know where to put the animation state in my controller

hybrid tinsel
hybrid tinsel
normal phoenix
#

I tried adjusting it in blender but it screws up everything

hybrid tinsel
normal phoenix
#

all my model, materials and animations are wrong after exporting it from blender

twin musk
#

i tried to do something

#

i made another state

#

where i have the animation

#

idle is just a empty state

#

when i enter the trigger it works fine , it plays the anim but then the locomotion states disconnects and my character doesnt play the walk and idle animations

hybrid tinsel
# normal phoenix How do I do this?

You have to set it in the import settings. You need to base the avatar on that model, and also you need to set the root transformation position(Y) based on feet- there is a setting for that. You have it set to the hips so it is putting the hips on the ground.

normal phoenix
#

Do you happen to have a video tutorial of it?

hybrid tinsel
twin musk
#

to the locomotion layer?

#

its acutally not playing any anim when i start the game

#

but it plays the right anim when i enter the trigger

twin musk
#

because it's a different state

#

i mean i also have this

#

it might help me

#

(Up) Base Layer

#

but now my character does a odd animation

#

@hybrid tinsel can you help me

hybrid tinsel
#

ugh

#

I really don't know how your controller is set up. It looks way too complicated to just guess.

twin musk
#

i know

#

😦

kindred ruin
#

why is my animation only showing the milliseconds?

uncut salmon
kindred ruin
kindred ruin
#

how do i remove this line?
and make the "Entry > None" to have like 3 arrows?

grim glen
#

In a turn based rpg I want to give everyone battle animations, so I made an animator for the "battlecharacters" and then I was going to do an override for every type of character, but now IDK what I'd do for if my party members' equipment changes and I want to show that.

magic robin
#

Hey, whenever I create an animation using the record function in the animation tab, it automatically creates a curve that eases in and eases out.... is there a way to remove this easing without manually adjusting each key individually?

kind quail
#

hey there, so I'm making a tactics game and right now I'm kinda stuck as to how I should create animations for the battler's abilities, I've managed to spawn a gameobject on the target of the ability and make it display the ability's animation, but what if I want my animation to be a beam going from the caster to the victim of the spell ? It seems like something that's done in sooo many games but there's surprisingly little info about how to do this, so how is this usually achieved ?

grim glen
#

Wouldn't that be better to do by scripting it to move towards the victim? Not sure about that tho, I'm still new to this as well

kind quail
#

Yeah that would work if it was some kind of projectile, but if it's a beam it's a little different since it wouldn't really "move" towards the victim more like ... extend itself? And I really don't know how I would be able to script this... :/

grim glen
#

scripting the scale, maybe? Not sure

twin musk
#

Does skeletal animation work for pixel art assets at all?… or is it a big no-no?

#

Rephrased, are sprite sheets better for pixel art?

#

I’m aware that sprite sheets can be a damn pain if there are tons of animations and customization to the character, and skeletal animation makes it much easier in terms of customization, but I haven’t seen examples done with pixel art

hybrid tinsel
hybrid tinsel
#

There are lots of options.

kind quail
keen owl
#

Does Somebody know how i can stop the nonstoping reapeating of the run animation

#

I press Shift and it does that, but i can walk normal

robust bluff
#

I downloaded animations from Mixamo, but when the animation transitions to "Push Up" the body slides of centre. Is it something with the pivot? I can't really find any solution to changing this. Please help 😦

twin musk
frank meteor
#

hi, having this issue where logic doesn't go past a particular number of states in the animator even though transitions have conditions met

#

note: condition is the exact same for the previous condition but it's the left gesture which as shown is shown to be have logic flowing to the state but not further than the state itself

#

combined first and second transition conditions into one and this is what occurs

#

note. the selected transition is also true.

frank meteor
#

okay, it actually works by combining the 3rd and 4th transitions together.

is there any way to edit transitions such that i can change the destination state of a transition?

hybrid tinsel
#

I don't believe so, annoyingly.

#

Though you could probably write a script to do so

frank meteor
#

yeah not happening with me XD

#

would take longer to make and debug a script than it would to just do the transitions traditionally

vestal viper
hybrid tinsel
cyan pike
#

Hi Everyone! I need to see a vein moving like a heart beating on an organic object. I did this animation with Blender using a vertex group and a modifier ( wave modifier). I can not import this in Unity as it is an internal thing of Blender.
I wonder if somme of you have some ideas about how I can have the same result in Unity. I don't know well the animations tools in Unity. I'm a bit lost!

tawdry wharf
#

Ok I just searched for one hour straight - is there really no simple .blend file of a human character out there that has Rigify IK setup and will import in unity (mecanim) correctly?

Really?

tawdry wharf
#

I just realized I had this problem before and actually made a rig ... but it's from January 2019 and doesn't work anymore ..

Anyone got a default rigify rig for me and the entire unity communtiy?

meager hazel
#

When a parent of a gameobject that it playing an animation is disabled, the gameobject's animation seems to get cancelled/bugged. Is there a way around that?

meager hazel
#

Not quite sure how that would help

tawdry wharf
#

You unparent the object, then use the parent constraint to "fake" a parent relationship.
So you can disable the parent without the child getting affected.

#

Disabling objects makes them basically dead to unity until re-enabled. Everything will be stopped, particles, animations, update loops, coroutines, rendering, sound and so on.
The scripts are still alive, you can call methods on them but on the unity side, they are almost dead when disabled.

So the only way to avoid this, is to keep the object enabled. If I understand your problem correctly?

river forge
#

Hello, I'm a beginner in animation, I would like to make a simple animation of an npc with 2 Mixamo animations, but my npc returns to its initial position after playing the rotation animation. I would simply like to do an idle animation > rotation towards the camera > idle animation.

How do I get my NPC to not turn around after rotation?

Here is an example and my animator controller:
https://gyazo.com/c0a87d871ecf9dd8f40502236585ccc4
https://gyazo.com/edaea41ac678a3b6f454ef210a888cf8

Please help me 😭 this is the last thing missing for my project 😦

twin musk
#

can anyone help me with my timeline animation?

half wolf
#

don't ask to ask, just ask!

twin musk
#

wat

#

nvm i already fixed it

hybrid tinsel
hybrid tinsel
river forge
alpine moth
#

how do i export blender animations to unity

ashen snow
#

can anyone explain why the image is being cut as if the slice is being rotated?

#

none of the other images are like that

#

i even resliced it and it still looks like that

alpine moth
hybrid tinsel
ashen snow
lethal terrace
#

hello my animation seems to not work in the animator tab i connected my idle animation simply

hybrid tinsel
#

Can you be more specific?

twin musk
#

can i prevent animation from looping (and even ending on picture 2 of 4) when loop time is disabled?

tropic tiger
#

Uhm so im trying to make my jump animation not so fast and I tried to find where to slow it down but I dont know how?

#

This is from a brackeys video.

#

It says "Samples" and then you can choose a number in the box.

acoustic obsidian
#

Hi, how do you control the animation speed of a state in animator?
Ex: i press Q and holds it, state1 plays until i release the button and stops. I press W and holds it, state2 plays until i release the button

#

the anim.speed seems to function only with the whole animator not state

pearl hemlock
#

any suggestions on this checkpoint animation. im pretty new to pixel art and animations.

#

oh dang thats smaller than i thought it would appear

twin musk
#

how to fix animation gets looped even if loop time is disabled?

jagged cypress
#

I'm having an issue where when I try to rotate a limb that is already keyed, I'm getting kicked out of animation record mode. Anyone know how to solve this?

#

Anytime I select something that is included in my animation other than the object with the animator it boots me out of animation recording basically.

hybrid tinsel
#

@tropic tiger upper right corner, there's a thing to enable the samples input. Don't listen to brackeys though; his tutorials sucked even when they weren't out of date.

hybrid tinsel
#

@jagged cypress is it a humanoid?

#

@acoustic obsidian there is a speed variable per state that you can set to an animator float.

jagged cypress
#

Really strange, I've never had an issue selecting child game objects within an animation and moving them to set their rotation or positions.

hybrid tinsel
#

Weird question, but you didn't accidentally add an animator to the individual pieces?

#

You can always lock the animator window to the current object if you need to

jagged cypress
#

No, no animator added to the individual pieces

#

But locking the window is a solution!

#

Thank you! I'm not sure what's happening there but for now locking is good enough to make it work!

hybrid tinsel
#

Just remember to unlock it when you are done or you will get really confused

unborn light
#

Do you guys make your animations in Unity or Blender/Other other software? If Unity what tool do you use?

#

Specifically characters animations, I’m not really concerned about other small animations

shrewd mountain
#

I got a bunch of NLA actions in Blender and I want to export them as individual animations for use in Unity, what's the best way to go about this? If I can, I'd like to avoid slicing up a single animation into many manually in Unity

wintry hollow
#

for some reason when i added sprite sheet into unity it did this

#

if should look like this

#

ok i fixed it by enabling "Generate mipmaps"

marsh arch
#

hey, i have an problem, when im playing the walking animation its correct but when i hit play and activate it through code it cuts half of the frames pls help

#

here is the animation if it helps

twin musk
#

How can i make 2D characters animations?

#

Like walk, idle and stuff

twin musk
uncut salmon
twin musk
#

Ok thanks

acoustic obsidian
#

could you maybe point me to some material so i can read up?

warm walrus
#

the rig is constrained to the model itself and it works if i individually move each armature

slow elm
#

This is my first time using animation retargeting

#

I got this animation of mixamo and Im trying to rig it up to my avatar but Im getting this weird warning

slow elm
#

Alright I believe this was the actual problem

#

But it says the transform for root can't be found but its right there?

upbeat owl
#

Is there any way to animate just the x axis? I want to be able to move the object up and down and have it just slide to the right, rather than jumping to the original y pos? or should I just try and use code?

gray ginkgo
#

hello guys how can i animate idle jump and run for my 3d game

hybrid tinsel
#

@upbeat owl you can edit the curve for each axis separately.

molten badge
#

Hi guys, any good video maybe for animations? I have player with walk but how to set animation in game.

unique knot
#

is it possible to copy values of object at given time frame in animation and detach it from animation?

#

I have object with animation, want to select specific frame of that animation and make new object out of it which have the same values but is without an animation

twin musk
#

Should I split this into 3 animations of 1 frame to work with it easier? (Sprites from Dragon Ball Z: Buyuu Retsuden, just so I can test out animations)

twin musk
#

Working on some NPC animation (ā€œRedenā€ is German and means ā€œtalkā€ ;)

#

Yikes my pc sounds like a toaster XD

cold pecan
#

what kind of toaster do you have 😳

#

you should get that checked out

lone geode
#

Hey folks whenever my animation my mesh vanishes from the scene? I have apply root motion on because that was a suggested fix but it appears to have done nothing

#

Okay it's a bit stranger then that? It just renders in and out of existence when I move around

maiden linden
hybrid tinsel
hybrid tinsel
pastel ferry
#

Hello guys, I'm trying to use the Animation rigging tool in unity and make a head constraint

#

However, after I apply it, my character jumps in the air when playing animations, and barely recieves input from the constraint unless its very very far away

#

also it's stuck downwards

#

Fixed, it was the abnormal scale messing with the possible rotation arcs I believe

#

I downscaled my blender model a lot before exporting it, (antman size difference)

chrome terrace
rigid raft
chrome terrace
#

i did not

rigid raft
chrome terrace
#

thats what i was thinking aswell spend the last 3 hours on animating this inventorysystem and out of nothing this happened

#

i have taken a good look and i could't find anything

rigid raft
#

Or you're probably moving them out of place completely? Because it looks like they appear one by one in the Scene panel

#

The animation seems right on the Scene panel but they appear there right as they disappear on the Game panel.

chrome terrace
#

ill try something tomorrow if i cannot find the solution ill let ya know

rigid raft
#

Yeah you're probably going to stumble upon it tomorrow. Also see if you're changing the values locally, globally or just relative to the wrong parent; that's something I get wrong sometimes.

placid cipher
#

Just curious if anyone has experience using Hybrid IK? I have an issue where I need an IK system's aim constrained and I haven't found a solution yet...

upbeat owl
rigid raft
upbeat owl
rigid raft
#

You can animate/record a behavior once and set the animation to each object you want to behave that way.

#

Have you posted an example of what you'd like to do? So I get a better idea

young oyster
upbeat owl
upbeat owl
#

Go through each keyframe and see if you did.

young oyster
#

One of my sprites glitched out

#

Had to reimport

#

Thanks

upbeat owl
#

Glad you fixed it!

rigid raft
# upbeat owl Hmm I don’t really have anything but I have a static image that I want to have s...

If the motion you want is pretty similar throughout all images then you could instantiate each image as a GameObject and have a script that changes the position horizontally over time.

Then the script where they're being instantiated from gets the vertically travelled distance of the player and uses it as a multiplier to instantiate more as the player moves up. You could use AnimationCurve to set in the inspector how many images you want instantiated as the player moves up.

upbeat owl
rigid raft
rigid raft