#šŸƒā”ƒanimation

1 messages Ā· Page 91 of 1

simple seal
#

/fd'

glossy plank
#

anyone know how i can make a simple looping animation for an arrow

#

basically i want it to move left and right slightly to indicate to the player they need to move here

static prism
#

i am not able to see the foot bone

#

this is the model

stuck dew
#

Anyone know how to fix this issue? My animation states are blank, this was the only fix I could find and it didn't work.

static prism
stuck dew
static prism
#

but animation node / state must contain the keyframe of object

drifting holly
#

my ghost is just falling through the terrain

static prism
drifting holly
#

i also tried baking terrain

static prism
#

do you have rigidbody with ghost ?

drifting holly
#

yes

static prism
#

is the initial position of the player above the terrain ?

stable wyvern
#

not sure how to go about this, but I'd like to take an existing attack animation fbx, clip it before the transition back to idle, and replace with a new idle pose... is this possible? how?

drifting holly
drifting holly
#

not it's not

#

I don't know how to fix that though

pliant radish
#

I want to transition my idle anim to a walking anim. The animation changes whenever the bool is checked but I want to do this by pressing either of the adws keys. How?

flat root
#

psuedo : if (input.move != Vector2.zero) isMoving = true;

pliant radish
pliant radish
flat root
#

if (movement != Vector2.zero) isMoving = true;

flat root
flat root
pliant radish
#

nono nvm

flat root
#

don't forget to add an else to set it to false

#

then you do something like animator.SetBool("isWalking", isWalking);

#

again, you need to reference the animator too

#

so above *Start() *just like movement and the bool is walking you do something like [SerializeField] Animator animator;

pliant radish
#

ye no this to complicated it just says IsWalking doesn't exist. Mby I should have followed a tutorial strictly to learn at the start, I just sorta mooshed code together like a html document without knowing anything

#

its not u, I rly appreciate the help but I'm completely new

flat root
pliant radish
#

none of this makes sense to me, but thanks for the help either way. I'll just start anew tomorrow

pliant radish
flat root
stable wyvern
silver nest
#

Hello, how can I animate the toes using mecanim? Help is appreciated

flat root
silver nest
silver nest
#

Is that a preview package?

flat root
#

not anymore, ~~i just sent older link ~~ fixed

silver nest
#

but that is not using mecanim is it?

flat root
silver nest
#

my problem is how can I animate the toes using only mecanim

#

I am able to animate the hand fingers but I dont see any animator property similar for the feet fingers

silver nest
#

there is no option to map them in the avatar editor

flat root
silver nest
#

they arent setup because there are no option to set them

#

Left and Right Hand have that option, when you click on the buttons it takes you to configure them

#

but there is no such option for the feet

#

Im not sure what is wrong

flat root
#

You need to use avatar mask and separate toes from main avatar

#

or use generic

silver nest
#

the only thing there is the foot and toes but toes is a parent of all the toes

#

I dont want to mask them, I dont intent to move them separatedly as a different animation

#

I want to be able to animate each feet finger on the main layer animation

#

similar how I do with the hand fingers

#

On the Animator I can add properties for the hand fingers:

#

but there are not such for the feet fingers because they are not configured on the avatar

#

it doesnt give me the option to configure them

#

also on the avatar muscle configuration I see the hand fingers

#

but nothing for the feet fingers

strong coral
#

how do you import animations for a cvharacter that changes between having a weapon and not? do you bring them in as a single fbx or do seperately in unity?

lilac minnow
#

Are there comprehensive and in depth Tutorials for Making animations inside of Unity and how to handle the controller types anyone would recommend.
I feel like I'm missing out on something because when i create a Animation it also creates a controller... but I can't seem to re-use that very same animation in a different controller

#

More excitingly. When I create an animation in the controller where its needed, but delete it in the Base Layer before putting it in the layer it's supposed to go, the Animation doesn't work anymore either.
Is my version Buggy or is this "Just Unity things"

agile solstice
lilac minnow
# agile solstice A "controller" is functionally a collection of animation clips used by an animat...

I can see why it's needed. And it creates one when I just go into Create -> Animation.
But for this project I can't use that animation in a different controller anymore.

When I started with the project I think I just created my folder hierarchy, created Animations inside of the folders using the Controller that gets generated alongside, then deleted that controller and simply dragged the Animations into the controllers that I was actually using afterwards. But that doesn't seem to work anymore...

hybrid tinsel
hybrid tinsel
lilac minnow
#

Guess I encountered something that I call a "gatekeeper problem" then.

hybrid tinsel
#

Coming up with a cute name for the problem is counterproductive at this stage, I think.

#

What are you animating on the skinned mesh renderer?

#

There might be some quirk there.

lilac minnow
#

Blendshapes

#

I now know how to animate the stuff I want to animate but it feels more like a work-around than a direct approach to it.

#

But since I'm also pretty new to Unity there might be something I started to overlook, that I have not overlooked in the past? I dunno. I can stream or make a short YouTube video if need be

hybrid tinsel
#

Hm. Blendshapes might be the problem; Unity has a lot of quirks related to blendshapes.

lilac minnow
#

I see

#

For someone taking their first steps in Unity it sure is a very quirky programm...
When I made my first Blendshape animations in Unity I was able to click the body mesh without the Animation window resetting... That stopped being the case at some point for some reason so I had to lock the Inspector on the Body, then prep the Animation recording which would work just fine..

#

And I call those "Gatekeeper problems" because it feels like any Programm has those. Issues a newcommer runs into that are so specific and so incredibly rare no one ever heard of them. But once overcome they never happen again. I've had those "gatekeeper problems" in Blender, SUbstance and zBrush. They take hours or even days to figure out. But once you managed to solve then, they just... don't happen ever again

hybrid tinsel
#

nods.

#

Is the gameobject with the meshrenderer the one with the animator component on it?

lilac minnow
#

I put it into the Prefab

hybrid tinsel
#

Is it just those references to the meshrenderer breaking, or is it others as well?

lilac minnow
#

Only those. Though they are also the only ones I'm using. It's a VRChat avatar. So the "normal" animations and movements happen at Runtime. The fancy stuff such as face expressions and stuff happens with Blendshapes in my particular case

hybrid tinsel
#

...See, I really wish people would mention it was a VRchat thing from the start

#

Because those have all sorts of weird rules and I know almost nothing about them >.>

lilac minnow
#

Okay. But shouldn't the base stuff work regardless? Like the recording of animations and making them work inside of Unity?

#

Or does importing the VRC SDK in Unity mess with how Unity works? :o

river quarry
#

Can't add animations to states after connecting them to other states. Is anyone else having this problem?

#

using Unity version 2020.3.31f1

calm pasture
#

Henlo!

I have a question, does anyone know how to animate a sprite with 8 frames.

And then anchor equiped items on specific spots?

I cant really use the default animation because it does 60 frmes,

I really want it to be snappy with 8 frames only.

hybrid tinsel
#

So it is more a complicating factor that I am not sure how to account for?

hybrid tinsel
calm pasture
#

The animator and animation

hybrid tinsel
#

Unit animations are based on time, not frames. So you can place a frame at any time you like.

#

You can also adjust the sampling rate to control how many frames are played per second.

#

As for attaching things to specific points, there's really no way other than to keyframe the points.

calm pasture
#

Ohhhh oke oke, thanks for the insights @hybrid tinsel

lilac minnow
hybrid tinsel
#

It does seem popular. I'm kinda surprised there isn't a discord for troubleshooting it.

stone nymph
#

Hello, I am trying to use the animator to play 4 different animations on unity but I am really struggling. Is there someone that can help me with it ?

lilac minnow
hybrid tinsel
#

Gotcha.

#

It MIGHT be a unity issue; like I mentioned, I know that blendshapes can be fiddly.

#

So I'm not entirely clear- when you say it is only the blendshape references that are breaking, but that those are all you use, did you mean that you just don't have non blendshape keyframes so you don't know if they break, or that they do work but you don't need them?

#

And also, can you just re-connect the correct meshrenderer by selecting the broken reference in the animation window and hitting f2?

lilac minnow
# hybrid tinsel So I'm not entirely clear- when you say it is only the blendshape references tha...

I only have Blendshapes to test for Deforming stuff.
I just made a test animation for a Material switch just to test (Though that's talking to the Skined Mesh renderer as well)
Got into a folder -> Create -> Animation -> Open -> Selected my Body (The mesh inside the Prefab) -> Hit Create again (in the Animation window) -> Created the Animation using the Record Button -> Deleted the Animation controller that gets generated (Animation breaks) -> Created a new Layer in another Controller -> Put Test Animation there -> Still broken

lilac minnow
stone nymph
#

when i press play, i can see my character take the pose of the animation, however it doesnt move at all, its frozen in place. Any suggestion ?

hybrid tinsel
hybrid tinsel
#

Also, I out of curiosity, what happens if you put the animation on another controller without deleting the original?

stone nymph
#

its working now ty

lilac minnow
#

I'll pack my Prefab up in a Unity Package and just import it into a new, empty project. I can't give this file to any normal soul >.>

hybrid tinsel
lilac minnow
hybrid tinsel
#

That is very strange.

lilac minnow
#

Okay. At least I'm not going crazy. So "Just create them however and where ever, then toss them where needed" is a valid approach to making animations inside of Unity

hybrid tinsel
#

Well, an animation should work as long as the hierarchy matches. That is true of transforms and most scripts, anyway. I haven't tried it with blend shapes so I'm not sure about that.

#

Animations are just text files that have the hierarchy path and keyframes

#

Unlike most stuff in unity which uses UUIDs

lilac minnow
#

I'm by far not deep enough into that matter but I am thinking that the Anim file would just create some sort of Path. And that path stays true/active until changed, regardless of what it is linked to or where it is placed. It can either find the path and do what it's supposed to. Or it reports that something is missing.
Atleast... that would be optimal?

lilac minnow
lilac minnow
#

Either way. Thank you for the help information. It's bed times for me. Have a good day/night!

hybrid tinsel
#

Night!

wheat island
#

gn

hybrid tinsel
#

@lilac minnowOK. So I did a bit of testing myself. I created a mesh with a blendshape, created an animation with the blendshape, and then deleted the animator and the animation controller. I then added a new animator component and a new animation controller, and then added the old animation to the new controller and it worked fine. https://i.imgur.com/52HSd3u.mp4

pure timber
#

In the animator, if i set a transition between two animations, it seems to break it to where I can't make a transition from the first animation to another.
If an animation has a transition to or from it, the information in the inspector is bugged so it cuts off the top most part of Motion, and it doesn't display any of the information that would normally appear below it. Also, any animation with a transition can't be moved by clicking and dragging it.
I tried updating to the newest version of unity, but the issue is still present

hybrid tinsel
stuck dew
lilac minnow
river quarry
proper mango
#

Two of my animations, a walking and jogging one, are rotated slightly on the x-axis on import for some reason, doesn't happen on other animations. Animations are exported fine, I checked, it's only on import. Anyone know why?

lilac minnow
rare loom
#

anyone know why he isnt idling ?

past raven
#

i've got more of a technical design orientated question

#

im designing an fps, and i have a 3d model of a gun that appears and looks quite nice in the area you'd expect (a la team fortress 2, overwatch, deep rock galactic, that sorta thing. not centered like doom)

#

right now for ease of prototyping this is literal 3d object i've moved close to the camera, but i'm assuming to prevent clipping into walls, a lot of games make this some sort of canvas so that it doesnt clip? im not really sure how to go about doing that, though its not important rn. do you maybe create some sort of clipping layer so the gun object appears through walls for the player thats holding it? IDK! :D

#

in case it's unclear, this is the sort of clipping effect i'm talking about

#

however thats not my main question, it just might affect my main question

#

my main question is: how would you artists out there create animations for this kinda thing?

#

stuff that affects the model like a reload should probably be done in blender - but how would you go about creating a system where, for example: you can hold right click to move the gun central (like a scope), and zoom in the camera slightly? (i can do the zoom in bit myself, just not sure what kinda animation system to create to activate this zoom)

#

or how would you do an animation that adds recoil when you fire?

#

would i use unity's built-in animation system in ways i never have before, or do i code it myself in some sorta coroutine? what do you guys do?

#

all advice would be appreciated ^^

#

oh and also, unrelated, how do i add jiggle bones? like if i want something to swing on a hinge with (the illusion of) air resistance as the player moves, that sorta thing

#

is that what you'd use? idk!

rare loom
# past raven right now for ease of prototyping this is literal 3d object i've moved close to ...

Need help or want to share your work. Join our Discord:
https://discord.gg/uCm6d3HDxq

In this short tutorial I show you how you can prevent weapons in FPS games from clipping through walls.

If you are making an FPS game it is a very common problem that the weapons clip through walls. However, it is fairly easy to fix this problem.

00:00 The P...

ā–¶ Play video
past raven
#

good start, i figured i'd have to make it a canvas element or something ^^

#

got any advice for the other parts of my question?

hybrid tinsel
hybrid tinsel
flat root
past raven
#

oh ok, interesting

#

so yes unity's animation system? :3

flat root
past raven
#

awesome, ty!

flat root
past raven
#

yeah, that makes sense

little sluice
#

I have a set of root motion animations that are plugged into a blend tree. The character uses a navmesh agent to figure out a direction to move, but update position and rotation are turned off. I wanted to use the root motion to drive the character's movement. However, when the game starts, the character doesn't move even though the animations are playing. Root motion is enabled and the XY motion is active in the Animation Clip. Any thoughts?

zinc pine
#

Is there any good video of showing how we can build idle and walk animation for player with rigging ?

twin musk
#

Hello, I am trying to apply an animation to my sword only, but it doesn't seem to work. When dragging the object into the animation field it also just stands still. Any help on how to fix this ?

naive badge
#

Completely stumped here: I'm using the animation pack Basic Motions, and would like to supplement it with animations from Mixamo.

However, just about everything I try results in swish feet. I guess this is due to faulty IK targets?

But how do I fix them?

naive badge
naive badge
#

Can anyone confirm that this is supposed to work? Should I be re-rigging animation files?

tacit nest
#

i am animating a wrist blade extending and was wondering if i just needed to have the keys for the anim add something like 5 percent per frame to get the extension

twin musk
#

Hello, I am trying to apply an animation to my sword only, but it doesn't seem to work. When dragging the object into the animation field it also just stands still. Any help on how to fix this ?

toxic haven
#

I'm trying to blend between a Walk and Run animation in a 1D blend tree. Both animations have transform rotation and move in a straight line on their own with root motion, but any blend value between them causes the character to veer off the straight line. What am I missing?

#

Excuse me, both animation have transform rotation baked into their root transform rotation I meant to say

flat blaze
#

hello i have a problem with the animator, when i want to do a jump action the animation transitions from the " and i need to double tap the space button for the animation to play, but if i press the space button one time, it turns the jump bool to false and on really fast

digital thorn
#

Hello I'm using animation hierarchy editor and I seem to get these errors on some animations, any ideas?
and they keep looping till i switch animation taht i'm editing

limpid rune
oblique anchor
#

Anybody here worked on a 2D top down game that has no clipping? Like if you turn 180 the character slows pivots and runs the other way but all smoothly? I'm trying to work out a way to do this but I cant find a solid way to get the character controller to ease in and out of directional changes especially on the 90s. everything slides too much or just instantly moves in the next direction. Im expiramenting with ways of triggering new movements at the end of animations but tying in the physics is uhhh rather hard for me lol.

oh and if this needs clarification the animation portion isnt the problem. its the character controller or rB sliding around while my model is animating.

hybrid tinsel
oblique anchor
#

Yeah I tried that. Something wrong with the timing. I think I need more control during the transitions using animation actions or something

exotic dragon
#

do you guys know why this isn't transitioning even though the conditions are met

hybrid tinsel
oblique anchor
#

@hybrid tinsel how do I do that with 2D?

hybrid tinsel
#

Depends a lot on your art style, I'd suppose.

river quarry
#

2021.2.18f1 is also available, but it's not under LTS.

limpid rune
river quarry
limpid rune
fair fern
#

why do you need animation layers in animator?

lavish onyx
#

Can anyone suggest me a tutorial of vr animation link.
Thank you

hybrid tinsel
#

@twin musk you don't need a script for that; you can just add transitions from one to the next and they'll play in order.

#

Can you... describe those things you need?

hybrid tinsel
#

Ok. At this point that's more of a code question than an animation one. The basic idea would be to get an array of the states in the animator using RuntimeAnimatorController.animationClips and getting their names and their lengths.

hybrid tinsel
#

I use it a lot, yes.

#

I believe so, though I've not done it. Generally the way to automate it would be through the timeline.

#

Of course, you can control the timeline via script so that would work too.

visual isle
#

what would cause a sprite to render out of order when using IK in a 2d (asking for a friend, screenshot relevant) -- he wants the tail to render below the body

#

I dont use IK i do frame by frame animation so i thought id ask

#

also the sprite isn't in the scene, so i dont think its render layer order

strong coral
#

I'm trying to do a paralax and some of my pngs have a white outline around them for some reason, do you know how to fix it?

#

in maya

hybrid tinsel
hybrid tinsel
visual isle
#

nvm they sorted it out šŸ˜‰

dusty forge
#

How would I go about animating this scenario?
We're working on a tamagotchi type game, and the pets will have different emotions which correspond to different faces.
The sprite for the body is the same no matter the face, and has 3 states (walking right, walking left, idle)
Each face has animations for these states as well, all animations are the same frame + time length

How can we set it up so that the face can change based on emotion while syncing with the body animations?
Is there something we can do with layers? Or just having a really big state machine is the only way?

twin musk
#

I need some help calculating the rotation of my AI to activate a turn animation in a blend tree, I need to calculate the left turn to -1f, and the right turn to 1f. is there anyway I could do this?

#

I already have my animator set up I just need too calculate the rotation to change the float.

vale plover
#

would any talented pixel artist be willing to look at my walk cycle on piskel and fix it?

hybrid tinsel
hybrid tinsel
vale plover
#

not a pixel artist clearly

#

i just need a working run cycle but im struggling

hybrid tinsel
#

Add a skateboard under his foot and it will look perfect

#

Seriously, though, you need to make the closer and farther foot not have the exact same silhouette, and you need a better crossing pose

#

Right now it looks like one foot is sticking way out and wobbling a bit while the other kicks.

flat root
flat root
lavish onyx
#

Hlo i m looking for a good tutorial to learn animation on vr can anyone suggest anything?

blissful sonnet
#

I am animating a character in unity and in my script I made it so it only plays a jumping animation when it isn't colliding with the ground, but it is bugging out because the 2d collision box isnt always touching the ground because of the idle animation

#

is there a way to always make sure the collision box is touching the ground while the animation plays?

blissful sonnet
#

never mind

oblique vessel
#

Hello! I have this issue with my root motion animation of the ledge climb mechanic. For some reason as shown in the video, at the last frame the character pops up for a reason i cannot understand. This kinda ruins everything and i i cant seem to find the way to fix it. I am not very good with animations. Any ideas will be helpful!

glacial lion
agile solstice
glacial lion
daring pawn
#

ok so ive been using unity for four years now however this new project has me questioning things they essentially want me to use 2 animator controllers for the board and the player am i wrong in saying the person making the animations just to combine the 2 together instead of attempting to use 2 animation controllers? or is using 2 animation controllers fine?

limber dagger
#

I have a very weird behaviour in Animator. I have animation, which is set to loop and which is being triggered with a boolean (so if player wants, it can be interrupted within some time). For transitions "has exit time" is set to false. Expected behaviour is that once I click button, it start looping animation, and as soon as script have decision, it sets a trigger for further animation which cannot be interrupted.

And it works. For first time. The next time I try to play same route, animation transition happens, but animation is not being animated.

limber dagger
steep prism
#

Hey everyone, I am pretty new to using animations in Unity and I am curious if there are any good tutorials about them. I am trying to use a model with an armature and I am not sure how to rotate/move it by player input.

open pecan
#

Hello there ! Can anyone help me with an issue?

When I try to animate my character, and use sprite sheet animation, when I start "walking" my character, it increases in size enormously...

#

This is the preferred size, the size of the character model

agile solstice
open pecan
#

Ehm

#

How would that look in my project? @agile solstice

#

Make the sprite a child of a new gameobject?

agile solstice
#

That's what I would do, if the problem is the one I suspected

open pecan
#

I'll try, I'll let you know!

#

Can I put them all under the same parent

#

?

#

Also, do I have to do this in my scene?

agile solstice
open pecan
#

Yeah, the different sprites for the animation

#

Where do I put it? At X or Y?

#

Because within different scene's (Levels) I want to have the same animations

agile solstice
#

"X" or "hierarchy"
But in your situation I would place the player's sprite object under Player which would act as the parent instead of an empty

open pecan
#

So right now the parent IS the sprite, right?

agile solstice
#

But I can't practically walk you through the process so it might be easier to just scale the animation frames down to the same scale as the idle frames in this case

agile solstice
open pecan
#

So I create a new object in which I place this all...is then the animation for the player scaled automatically as well?

agile solstice
open pecan
#

One layer for the logic, and one layer for the visuals

#

I see

agile solstice
#

So if you want to scale down the whole thing you can scale down Player object, so as a child the Player Sprite inherits that scale for any and all animation frames

open pecan
#

Is that parent object an empty object?

agile solstice
#

If it's the Player, technically not as it will have components

open pecan
#

I'm sorry I'm a complete noob at Unity. I'm helping my FiancƩe with her project. Deadline is due tonight

#

I'm a Software Engineer myself, I coded a lot of logic. But she is making levels and I wanted to fix the animation

agile solstice
#

Still, it looks like in this case you can just change the sprite scale in the walk animation clip

open pecan
#

I tried, but then the collider scales down too

#

And once I play and press A or D it scales back up

#

I'd have to change all that into the PlayerParent object, right?

agile solstice
open pecan
#

I see

agile solstice
open pecan
#

Yeah

open pecan
agile solstice
#

Makes sense

open pecan
#

Do I take the Transform away from the player as well?

agile solstice
open pecan
#

Alright

#

No problem then

#

I changed everything but now it collides with nothing

agile solstice
#

I guess you need to give it the Player tag if you're using tags for collision

open pecan
#

Also why is the parent there, the collider is there as well now...

#

I will try

#

This is what I'm using for collision

agile solstice
open pecan
#

Still is in the same spot

#

Thanks for the help by the way, means a great deal to me!

agile solstice
open pecan
#

I've seen that the transform of the player child component has values..If I change these values the child moves independent from the parent

agile solstice
#

Still, organizing gameobjects can be quite a challenge if you don't understand the systems or the goal fully
If this fails you can still undo this and scale down the movement animations
If the new scale matches the old idle scale, there shouldn't be any abruptness

agile solstice
#

I'd wager my head that it does!

open pecan
#

I tried, but it ends up on the top right side of the parent

#

Also - Please don't wager your head :(

#

I took the parent away, reverted the progress, let's see if I can scale down the animations

agile solstice
#

Anyway I'll have to wish you good luck for now, important sleeping business to do
There should be info about this stuff in basic scene editing and animation tutorials, in case you get stuck

open pecan
#

This is the size of the player

#

Now I scale the animation down

#

And it scales the player down aswell

open pecan
split gust
#

nvm think i got it

hybrid tinsel
daring pawn
hybrid tinsel
#

I'd probably combine them into a single animator, but there might be good reasons to separate them depending on what kind of gameplay is involved.

oblique vessel
# daring pawn yes

imagine the case where player falls off it inside a ramp, the player starts tumbling and the skateboard goes off the ramp

#

i think its tottally fine to have them seperate for these kinds of scenario

#

there is also the case where player might do a flip with his feet and turn the board one time, two times, or more with one movement of his feet.

daring pawn
oblique vessel
#

yeah it will probably need a lot more work to do that with seperate ones. Didnt think about that

#

i guess you could make that happen though if the animations are correctly setup from the start

#

but i dont see a way of doing what i mentioned above with only one animator

#

maybe have one for player connected with the board, one for player only and one for board only in the case he falls etc, or when not connected with it @daring pawn

#

also what i ussually try to do is not use the built in animator and make a script to trigger animations via code. In a complex game like that i think it would help a lot. So when a playeer does a trick you can trigger what each of the player and board need to do

hybrid tinsel
#

One thing that a lot of skateboard games do is to just have two skateboards. One that is rigged separately and one that is part of the character. And you just switch between them as needed.

oblique vessel
#

Thats clever indeed

daring pawn
#

Thanks for this I'll see what I can do for now I need to figure out the physics of a skateboard

ember wing
#

Question for Blender x Unity aficionados. How does animating keys on the visibility attribute transfer over to unity?

#

Is it through registering the visibility to the viewport or the render? Both?

hybrid tinsel
#

That is, Unity doesn't recognize it at all. I'm actually not sure whether unity even imports the keys at all.

agile solstice
#

I would've guessed so
There's a 2018 official tutorial that claims it's possible

hybrid tinsel
#

I dunno about that; you can of course do it with scripting.

#

Using animation events.

agile solstice
#

That's definitely an option if this fails

hybrid tinsel
#

If you're making the animation inside unity, you can also toggle off the renderers directly.

agile solstice
#

Seems that at least from Blender it doesn't create any unity keyframes for either viewport or render visibility
https://youtu.be/DUlIDIQJDNg here's the tutorial anyway

hybrid tinsel
#

Just like anything where automation is involved.

agile solstice
#

Quite! Also if the animation happens to have dozens of objects which all change visibility according to procedurally generated keyframes, in that case it'll be a problem šŸ˜…

hybrid tinsel
#

Exactly.

#

Always a tradeoff

finite arch
#

How do I make a 3D blend tree

#

Instead of 2D

hybrid tinsel
#

Mecanim only has 1d and 2d, though you can fake it by having a 2d blend between 1d blends

agile solstice
#

Or perhaps two 2D blends on different animation layers, with layer weight acting as the third dimension

finite arch
#

How do I write a blend tree

agile solstice
finite arch
#

I didn’t understand ur solution either

#

So I just need to understand a single method of doing it

agile solstice
#

At first glance it looks like it might let you make blend trees with any number of dimensions

finite arch
#

What do U mean by layers tho

agile solstice
#

Animation layers

finite arch
#

Like is there an example or resource u could link

agile solstice
#

Have you searched the docs?

finite arch
#

Yes

#

How would a tree of a tree work

#

Could I access the parameters of the parent tree

#

From the grandchild

agile solstice
primal bolt
#

I'm trying to make it look like a coin is going into a box, I have the box in 2 separate images, coin in between them. The problem I have is that this is in UI therefore if i want to make coin render inbetween I need to put them in that order in hierarchy. But I also want to scale the box in some ways using animator which creates the issue of scaling coin as well, is there any solution apart from scaling 2 images of the chest at the same time?

twin musk
#

Hello, one question, why i cant export a character that is premade from the studio to fbx? i want it to use it to animate and it puts unity package when i export it, so i cant put it as fbx on blender

sterile sphinx
#

Any suggest to make card hand animation of Splay The Spire? šŸ™‚
when the player draw the cards, the card settle the position with an animation

cosmic oyster
#

how do i set thje interpolation mode of the keyframes to linear

#

found it

upper viper
#

can someone here help me with setting up my animations so they work in engine?

scenic tangle
#

hey i was wondering,am i able to make humaniod animations that support any model with an avatar in unity?

ember wing
prime ridge
#

hello, I have a fbx file with an animation from blender. The file has multiple objects with multiple animations attached to it . I would like to merge these animations into one. Is it possible to do that?

hybrid tinsel
fresh niche
#

posted this in code by mistake before realizing it might be better to ask here, but

#

i have a question about animation transition interruptions. i have a bit of a convoluted animation system, shown in the video is the issue i'm currently running into (slowed down to be easier to see). the relevant states are "idle", "oneshot_state" and "oneshot_state2". The transitions from each of the oneshot states back to idle can be interrupted by a transition to the other oneshot state (interruption source = Current State, ordered interruptions is checked, each of the outgoing oneshot state transitions are above the idle state transition).

The first couple of animations play correctly because I don't try to interrupt the transition. however, when I do try to interrupt the transition from one of the oneshot states to idle, you see the character shoot into the ground. this looks to me like, when the transition interrupt happens, instead of lerping from the current position in the interrupt to the oneshot state, it lerps from the default position of the character (hunched over, in the ground) to the oneshot state.

Any idea why this is happening / how to fix? Both the oneshot states are overridden in a runtime override controller but I'm not sure if that's relevant

stable wyvern
#

Relatively new to Anim state machines and behaviors... is it possible to set a parameter on state enter and then evaluate the state? Simple example, a random index parameter is set and used on transition conditions.

#

I suppose I could set that random on exit which would take effect on the next state enter but that seems backwards.

finite arch
#

Hey

#

How would I make a 3D blend tree?

#

So each thing depends on 3 parameters

prime ridge
torn zephyr
#

hey

#

i made a dialogue system with a yt tut https://youtu.be/f-oSXg6_AMQ
though i can find out how to make an animation everytime i press ā€œcontinueā€ on 7:07 any ideas?

In this easy Unity and C# tutorial I will show you how to make a cool dialog system, complete with animations, sound and a nice auto typing effect !

By the end of the video you will have a system that can easily be implemented into whatever game project your are currently working on !

-----------------------------------------------------------...

ā–¶ Play video
fresh niche
#

hi, i was hoping to bake the root motion of some animations i got from the asset store, but there's this "Root contains root motion curves" error that I see instead of the root motion options. Did some googling but literally no results, any idea what's causing this/how to fix? Ditch the asset and get new anims?

hybrid tinsel
#

@finite arch didn't that get answered yesterday? You'd either code your own using a direct blend tree or use nested 2d/1d trees.

#

@prime ridge what is the part you aren't getting?

shy cliff
#

Hey. Is there an easy way to Play an animation on object2 right after object1 finishes it's animation?

hybrid tinsel
#

@shy cliff several ways, depending on your preferred approach. You can use a script, or use a timeline.

shy cliff
#

I know there's a way to do it by making the animation trigger a function in a script, but is it possible to do without using a script to do it. I haven't touched the animator much so I'm very much new in that field

hybrid tinsel
#

You can use a timeline

shy cliff
#

So I can trigger an animation on a different game object from the animation timeline? or are you talking about a different timeline?

hybrid tinsel
modern cargo
#

why does it take over 2:40 minutes for me to open the humanoid avatar configuration settings? my pc is not slow otherwise

hybrid tinsel
#

That sounds more like a bug than an animation issue.

finite arch
hybrid tinsel
#

Well, Spazi linked the documentation for direct blends but there really isn't a ready-made solution.

#

It isn't a simple problem.

#

Nested blends is probably easier, where you'd use a 2d blend tree where each state in it is a 1d blend tree.

#

So you'd have the third axis handled by the 1d blend trees.

finite arch
#

How do I merge them

#

Or not merge

#

But u know what I mean

#

Like how do I make animations pull from parameters of both

hybrid tinsel
#

I don't know what you mean.

finite arch
#

I create a nested blend tree with the first one 2D then the second one 1D

#

Then what

hybrid tinsel
#

Then it should effectively act like a 3d blend tree?

finite arch
#

The second one

#

But then I can only use the parameters from the second one

hybrid tinsel
#

Maybe easier if you just use three 1d blends

toxic viper
#

Hi, I wanted to know if someone know some advanced animation tutorials for Unity, I would like to do more professional animations, including characters and effects, something like a tutorial for "movie" production in Unity

hybrid tinsel
#

If you find any good ones let us know!

toxic viper
#

That's the thing, I'm asking if someone professional know Cuz I haven't seen any

viral galleon
#

Hi, I have an issue with Aanimation rigging IK. I originally made my rig to be compatible with blender IK for my animations. But the ā€œfeet and handsā€ are detached from the normal rig on IK bones. I need those bones to be a part of that normal rig for the IK to work but that messes up the animation. I was thinking of baking the animations back in blender but there’s 2 problems, 1 I don’t even know if that would work and 2. I don’t know how I would overwrite it in my character. I already have it fully set up and playable. Thanks for the help.

grizzled eagle
#

Are blender drivers able to be exported through an FBX file into unity?

hybrid tinsel
#

Only a small subset of maya ones.

grizzled eagle
#

Okay, is the only way to create procedural effects through rigging and bone animation then?

hybrid tinsel
#

Depends on the procedural effect you want, but there are lots of ways.

grizzled eagle
#

Ok, what are some ways besides using bones?

unreal glen
#

So I'm looking for best practice for FPS reload animations. The example objects are an M16 and an Ak 47.

Should each object have an individual reload animation if they will be mostly the same? Using the example of reloading, the only difference in animation would be the bones on each weapon aren't at the same coordinates. Is there an acceptable way to reuse this animation? For my example the arm and hand bones are children of the weapon object.

hybrid tinsel
hybrid tinsel
hybrid tinsel
viral galleon
grizzled eagle
hybrid tinsel
#

Bones would be the easiest way. If you wanted to squash the entire object, you could just animate the object directly. You could also use a vertex shader, or a script(Like the Deform package on Github)

mild leaf
#

how do you make an animation with a single keyframe (a pose) in unity?

#

i've already got the character posed how I want, and I've created a new .anim file, but how do I put the pose as a keyframe into it?

hybrid tinsel
mild leaf
hybrid tinsel
#

Are you in recording mode?

mild leaf
#

no i just created a .anim file

#

but it doesn't have any bones

#

and I don't know how to get them into the file

#

I have the guy posed like this in the scene

#

but if I click on him and hit record

#

he does this

#

and I really don't want to have to manually move all 50 joints to their positions in the above picture

#

i just want to save the pose

hybrid tinsel
#

I know there's an asset to let you save poses, I don't remember what it was off the top of my head.

#

Generally you're supposed to do the posing after you start recording.

#

The 'squatting and embedded in the ground' usually means your avatar is incorrectly configured.

#

Also, if you're using a humanoid you can only keyframe the humanoid muscles, not the actual transforms.

hushed ember
#

Does this hint set correct?

#

I'm new to animation rigging and I cant get the effect I desired

finite arch
#

How do could I use an avatar mask only in a single animation

#

So I have a fist animation

#

And I want to make it a pointing animation

#

I want to do this be excluding the index finger from the fist animation via an avatar mask

#

But I don’t see where I could do it

agile solstice
#

Professionals don't spend much time making tutorials, considering they're busy being paid for having knowledge that others do not
Your best bet are probably paid animation courses

hybrid tinsel
# agile solstice "Professional" animations aren't done in Unity, they're made in animating softwa...

Eh, there is plenty to learn online for free before blowing money on stuff. And I don't think just telling them 'oh, just use other software' isn't really useful if you want to make in game cutscenes for unity games... even with assets imported from other tools you probably should learn cinemachine, timeline, etc. And a lot of the basics for animation are entirely doable inside unity. (I've done all my game's animation in Unity).

agile solstice
hybrid tinsel
#

Well, I've seen plenty of games with worse.

toxic viper
ornate bridge
#

i just cant understand why an animation clip in preview mode works, and in play mode just doesnt...
first time is reloading ingame..... second time is in preview mode in the animation

coral gull
#

not sure if this is the correct channel to ask but I have an idle as my default state and then a transition into my run animation, but how can I add my jump and crouch since it doesn't seem like you can make multiple transitions from the same animaton?

hybrid tinsel
#

@coral gull you can make as many transitions from a single animation as you want.

#

There is a bug some people have been having about that, though; where they can't get the context menu for a state after they add a transition to it... so that might ne it. What version of unity?

coral gull
hybrid tinsel
#

I'm not sure which version the other people with that problem are using but it seems to have just started happening in the past couple weeks- we've suddenly had a TON of people posting about it.

#

It doesn't happen for me on 2921.1.2f but not sure if that's helpful

cyan mauve
#

anyone familiar with importing animations from blender to unity? (I got a problem with quaternions/xyz euler stuff)

hybrid tinsel
#

What problem, specifically?

cyan mauve
#

I made 4 animations, one of them I had to use xyz euler system because I needed my rig to spin

#

the rest were quaternions

#

i thought when putting them in the NLA thingy they would keep the animation no matter what mode blender was set to

#

or that unity would be able to read each animation with its own rotation style

#

but it seems only the quaternion animations are being read in unity, the last one (that used xyz euler) just does nothing

#

I tried some tool to convert it back into quats in blender, didn't work either.

cyan mauve
#

^ fix for this is kinda annoying but you just gotta convert the xyz euler animation into quats, and if it's choppy, delete the bad keyframes and animate it again (for the spin i just made constant 90 degree rotations every 2 frames and it kinda~ looks as good as it was before)

coral gull
hybrid tinsel
#

I suggest filing a bug report just to make sure that Unity knows about it.

#

We've had a dozen people with the same problem this week so it seems like a bona fide bug.

exotic dragon
#

I have a problem with my animation controller

#

it will stay on one state and nothing seems to get to change off it

#

I have this transition back to rest

#

the only condition is not walking

#

and I observe it and walking is false but its just looping

#

not even the "any state" transition will make it stop this state

hybrid tinsel
#

Can you give more details?

exotic dragon
#

like what

#

the transition says walking false, walking is false, it doesn't transition

#

here's the bobbing state

#

and the rest state

#

idk why its not transitioning

#

it says not walking

#

but it just loops bobbing

#

it actually seems like its somehow playing both but I only one layer

#

since the blue bar shows on both of them

hybrid tinsel
#

Yeah, something looks weird there.

exotic dragon
#

if I mute both transitions it no longer shows the bar on rest when its in another state

hybrid tinsel
#

What about the transition from rest to bobbing?

#

Are you sure it isn't just transitioning back immediately?

exotic dragon
#

maybe but why would it be, walking would need to be true

#

thats the whole problem

#

ok that's weird I fixed it

#

the transition to bobbing needed to have 0 transition time

hybrid tinsel
#

Ah. So the transition was taking longer than the animation state?

#

Is it like a one frame animation?

exotic dragon
#

no its a long animation

#

do you mean bobbing or rest

#

rest I have set to 0 speed

#

its not supposed to do anything

#

whatever its fixed now, I just dont really understand the animator all that well

#

I want to be able to combine transforms additively but I can't figure that out

hybrid tinsel
#

Setting speed of a state to zero can break some stuff, too.

#

To combine transforms additively you add more layers.

#

And set the layer to additive

exotic dragon
#

what should I do if I want a state thats basically just a neutral not animated state

#

just set speed 1 and no clip?

#

and should the additive layer be on top or below the base layer

twin musk
#

If so, you can put in a clip with just one frame as well

exotic dragon
#

it seems to work on with just no clip

twin musk
#

Nice!

exotic dragon
#

I have two layers and one is additive

#

and I can see theres a state present on both

#

but only the top one is affecting it

#

if I reverse them, then only the Base Layer shows effects

twin musk
#

I must admit I've never worked with multiple layers, so sorry, can't help you with this.

twin musk
#

trying to set up IK for guns in my game, for some reason this happens, does anyone know how to fix?

#

using animation rigging btw

naive cipher
#

can anyone help me export idle animation to vseeface?

hybrid tinsel
#

@exotic dragon did you set the weight of both layers?

#

And the additive layers should be below the base on the list.

exotic dragon
#

what's the layer weight

#

and is it even possible to actually like, add values together

#

I have one animation which makes the gun go down and back up when you land

#

and another that makes it go left to right and also up and down when you run

#

is it possible to combine those so its still playing the walking animation but can simultaneously play the landing one, combining the offsets together

hybrid tinsel
hybrid tinsel
exotic dragon
#

alright thanks

spare parcel
#

Hello there, I'm looking for drowning šŸŠā€ā™‚ļøšŸ˜µ šŸ’€ animations, anybody can help me? 😳

viral galleon
#

Hi, I have an issue with Aanimation rigging IK. I originally made my rig to be compatible with blender IK for my animations. But the ā€œfeet and handsā€ are detached from the normal rig on IK bones. I need those bones to be a part of that normal rig for the IK to work but that messes up the animation. I was thinking of baking the animations back in blender but there’s 2 problems, 1 I don’t even know if that would work and 2. I don’t know how I would overwrite it in my character. I already have it fully set up and playable. Thanks for the help.

hybrid tinsel
viral galleon
chrome ocean
#

this may sound stupid, but how do i put an animation in animator?

uncut salmon
#

Open the Animator tab, drag in an animation.

#

Then, select an object which has the animator assigned to it's component and you'll see the animations in the animation window.

chrome ocean
#

cant drag

#

ok got it

glacial coral
#

is it possible to pause an animation on the last frame so it dosnt repeat?

glacial lion
glacial coral
#

ok thx

#

another question, can i queue up animations using script

glacial lion
glacial coral
#

make another happen when finished, but i dont wanna make a transition in the animator

glacial lion
glacial coral
#

but i dont wanna do it in animator

glacial lion
glacial coral
#

because it over complicates things imo

glacial lion
glacial coral
#

ok

grizzled eagle
#

Is it better to animate in unity or blender? I like blender for its greater range of features, but when I import them into unity they don't seem to be as malleable, I cant change the settings of the imported asset and I cant move them into folders for organizing. Is there some sort of free plugin I can use to make unity animation more intuitive? (For example, IK while posing a rig, being able to easily switch interpolation modes between keyframes)

flat root
agile solstice
grizzled eagle
#

Yeah I may try to just make all animations in blender and deal with the consequences of not being able to organize them in a hierarchical structure.

hybrid tinsel
#

@glacial coral if you think that overcomplicates it, you won't like the script method to queue animations up =p

viral galleon
hybrid tinsel
#

@agile solstice @grizzled eagle the ik rigging package, while I don't love it, does now work just fine for creating animations in the animation editor since they made it evaluate during record mode.

You can switch keyframe interpolation by right clicking a selected key and using the context menu.

#

@viral galleon the same way you rigged it the first time, but with a compatible rig?

agile solstice
#

Sure it works
I'd rather use anything else though

viral galleon
hybrid tinsel
#

Yes.

#

Overwriting the file in blender will change the animation in unity.

#

You'll want to keep the clips the same names and lengths probably

crystal bridge
#

hi, how would one go about stretching the whole sprite with the unity's spine animation tool
is there an easy way of doing that?

#

so I already have a rig with bone weights etc

#

but I don't know how I could stretch the character

mystic flame
#

Trying to add a particle effect onto a preexisting animation but the add property value is greyed out. How can I add particles to anims?

flat root
mystic flame
#

The particle system yes, but it wont let me add the anim to the model

hybrid tinsel
hybrid tinsel
#

Or add curves/events in the importer for the clip.

crystal bridge
twin musk
#

i got a humanoid model
an animation showing that im throwing out a fishing rod
but the fishing rod goes inside the model while playing that animation...
i simply put the fishing rod inside my model skeleton in his hand according to the mixamo animation

how do i fix that?

crystal bridge
#

yes, I could use transform, but then I'd have two systems in place for animation
i'd like to do it all with bones if possible

hybrid tinsel
twin musk
#

Hey guys! Maybe a weird question, but I know it's possible to trigger an animation by bool/trigger, but is there a way to do it the other way around as well?

finite aspen
#

Does anyone have a good tutorial / resource for how to create Unity's procedural rigging? The worm boss tutorial was good on how to 'string' things together but unless i missed a video didn't seem to cover how to create it or the procedural pickup thats in the package examples

hybrid tinsel
#

@twin musk not sure what you mean. Can you rephrase/expand?

twin musk
#

I feel like it's a stupid idea, but I got some issues with my code I don't understand

#

Can I DM you?

#

@hybrid tinsel

#

Oh nevermind, I'm seeing your bio now šŸ˜‰

hybrid tinsel
#

Best to explain in here, so it can help others and so anyone with an answer can jump in.

twin musk
#

Thanks for your availability!

#

I might have found the solution, so I'll come back to you if I haven't!

hybrid tinsel
#

@finite aspen have you checked the package documentation?

twin musk
#

Long story short: I have to use transitions

hybrid tinsel
#

Transitions are good.

twin musk
#

Question about transitions though...

#

I see it's possible to select Greater or Less than

#

Why's there no equal to?

crystal bridge
#

just a custom rig

hybrid tinsel
#

@twin musk you can't use equal to for floats because floats generally aren't used for discrete values but for thresholds.

twin musk
#

What's the best solution if I only want it to trigger if there's a value other than 0 on one axis but not on both X and Y?

#

I could use a Parameter, but I'm not sure if that's too dirty

hybrid tinsel
#

Do the complex logic in your script and pass a bool to the animator. @twin musk

twin musk
#

That's what I thought, thanks for confirming!

#

I'm a noob at this, so it's nice to get confirmation from someone who knows their stuff.

hybrid tinsel
#

@crystal bridge my usual solution is to use a second root bone in my 2d rig, to use for stuff like scaling/stretching the entire rig.

crystal bridge
#

oh, okay i will try that
can I stretch in only Y axis that way?

#

thanks

hybrid tinsel
#

Yes.

#

Generally, I put the root bone at the origin and then make a second root somewhere around the center of gravity to use for that kinda thing.

crystal bridge
#

okay thank you, so I'm trying to do it but I don't understand how to have 2 roots?
what would be the weight paints on that

#

basically when i move the second root bone

#

it just acts as a regular root.
nothing gets stretched

hybrid tinsel
#

Ok, take this rig for instance

#

Now, for what you're doing you'd probably want it oriented along an axis, but I didn't do that because of this rigs specific needs

crystal bridge
#

like this?

#

i just don't really understand the idea behind it
it still has the weights on vertices that it affects

hybrid tinsel
#

First of all, remove all weights from the root bones

#

They should be on the influence list but with no actual weights. They are just to control the rig, not to deform anything

#

So for my example, you can see how scaling the root2 bone stretches the character out

crystal bridge
#

ah I see, yeah that's exactly what I need
Okay, I removed the weights

#

sorry to be annoying, but now the second root doesn't act at all XD

#

do i have to define that it's a root bone somewhere?

#

it's still in the list

#

but the green one just moves freely

hybrid tinsel
#

You won't be able to see the effect in the sprite editor because you can't scale bones in the sprite editor.

#

So that's only in the scene view.

#

Alternatively, if the character is that simple, you could just have a bone at the bottom and a bone at the top, and move the top bone to stretch him.

crystal bridge
#

thanks, I tested it like that and stretched in the scene view
works with the vertical root bone, stretches it up
but side bone has no influence

crystal bridge
hybrid tinsel
#

Are the other bones children of the second root?

#

It will only affect its children

crystal bridge
#

Excellent!

#

that worked

#

thank you!

twin musk
#

@hybrid tinsel fixed it with transitions alone!

hybrid tinsel
#

You certainly can; it is just more complicated šŸ˜„

#

Good work šŸ˜„

minor sinew
#

I am not sure if this goes in here or in scripting, but is there a way to use math formula to generate animation curves. I want to enter a formula and it will generate animation curve that I can reference in script.

I am making a theremin and synthesizing audio. I want to exponentially increase frequency, I can do it in code but I was wondering if I can use Animation Curves. Like insert a math formula and whenever I wanted a value, I use animation curve as lookup table.

buoyant fox
#

When using Animation Rigging, is there a way to get the position of the tip of a IKConstraint before the constraint is applied? Turning off the weight and getting the position doesn't work because it hasn't updated yet.

upbeat flame
#

Any idea why at the end of the movement when it transitions to my idle blend tree it briefly switches to my up sprite?

covert girder
#

If I have a pixel character within 64x32 dimensions, will I have sprite distortion if I create an animation where their body extends past the 64x32 space?

hybrid tinsel
hybrid tinsel
hybrid tinsel
upbeat flame
#

@hybrid tinsel So I removed all transitions and it seems that it just defaults to that sprite when no input changes are occurring. I didn't know if it was a setting or a default placement or something. Im combing over the script now.

upbeat flame
#

Yah it seems to go to whatever sprite is first in the motion list. As in if I put the right motion at the top, itll flicker to the right sprite before the idle transition happens.

upbeat flame
#

I think I figured it out, you called it on the incorrect inputs. My check for movement wasnt sensitive enough and caused the weirdness. Thanks.

slender roost
#

Anyone know how to fix this animation issue? I made this blender model using bezier curves for the legs but when importing my model to unity the animations don't factor in the bendy curves and i'm not sure how to fix it (if it can be fixed). Anyone know how to get them working in unity?

The gif here shows the model in both blender and in unity.

oblique anchor
#

@slender roost so far as I know you would need to make bones for the arms etc. other transforms won’t port over

#

Are there scripts or plugins so I can color coOrdinate my animator?

#

Or just any mod for the animator mechanim in general

hybrid tinsel
#

Or use some curve based unity addon I suppose.

slender roost
#

Oh shit if it cannot be used in unity then RIP all of my free time in the past 24 hours lol

hybrid tinsel
#

On the bright side, it would probably be pretty easy to do with bones; you could even use IK in unity to handle the leg motion.

#

Or, since the pieces are rigid, even with just a hierarchy of meshes

oblique anchor
#

@slender roost bones imo are easy as hell to rig especially for something like that

#

You could throw bones on the legs and auto paint them, stick an IK bone on the foot sections and you should be good to go. At that point you just move the IK bone things and the leg follows. You would want to set the IK constraint thing so it moves up the leg properly. I’m probably going to the office tomorrow, I could steam how I would do it for you if you have the time.

hybrid tinsel
#

If you wanted to set up the IK in unity, there is an official tutorial on rigging that sorta thing in the 'prototype' series.

#

Though that is more focused on procedural animation.

#

If you do your animation in blender, just remember to bake the IK to normal animation on export.

graceful temple
#

Hello, not sure if I can ask this here, but I edited a vrm file in Unity using univrm and the boneweight transfer tool.

However, as it is a wing on the place of the arm, it kind of breaks into two.

Any advice on how I could fix this

(Top part is bound on the inner arm, lower part is bound to the lower arm)

Is there a way to fix this?

jade quartz
#

I created a character in blender and wanted to use animation retargeting with the humanoid rig but when i try setting the animation with the character I created it doesn't work, while if I use a model downloaded from mixamo it works just fine. I think that the problem is that the mixamo model has the Hips bone as a direct child of the component containing the animator, while mine is the child of a child and the hip bone is not detected.

#

(Lola is the character from mixamo)

#

Anyone knows a way to fix it?

hybrid tinsel
jade quartz
#

i know, but when i assign it it pops up an error

jade quartz
#

and this is the error in the console

hybrid tinsel
#

You need to make an avatar from the model, not try to use the avatar from a different model that doesn't match.

jade quartz
#

ah

jade quartz
# hybrid tinsel

so if I create a character in blender and want to use some animations from mixamo what should i do?

#

I did some research but all tutorials grab both the model and the animations from mixamo, so of course there is no problem with the avatar

hybrid tinsel
#

You need to make an avatar definition from the model, that dropdown that you currently have set to 'copy'

jade quartz
#

like this?

#

oh wait it works

#

Thank you!!

twin musk
hybrid tinsel
twin musk
#

Is that blood on her hair... or just color?

hybrid tinsel
#

Just color... probably.

twin musk
#

How do i make an held item not go inside my character when playing an animation?
Like I downloaded a "throw fishing rod" animation and placed the fishing rod in his left hand (bone)
but when he swings it, it totally noticably goes inside his body...

viral mango
#

HELP

#

I have problems with this character and his animations, when I imported the animations from mixamo I did all step to make the animation works but the character is not making nothing

twin musk
viral mango
#

rigged

#

the animation is this:

twin musk
#

on the main character do "Create From This Model"
on the animations do "Copy From Other" and select the original model avatar

viral mango
#

this is the animation from mixamo with the skin

#

but this is not the main character

twin musk
#

yeah get the skin seperate and animations without skin

viral mango
#

the main character is in the A pose

viral mango
#

because I separate the animation from this model

#

and set as an animation state

#

and I set this copy of the animation state that was extracted from the Default import animation with skin from mixamo and I set the animation state to the animator controller and I set this animator controller to the main character

fast lagoon
silent nacelle
#

Regarding, StateMachineBehaviour Callback. Wouldn't this create undefine behaviour?

carmine wedge
#

guys, can anyone please help me understand why this is so broken.

A single humanoid character, with a single animation clip in the controller... and as soon as i hit play, the pose is not At all even close, its an idle in that pose, and it really shouldnt change, but you can see the legs fall out of pose, and th feet are moving and stuff... thats not at all the animation.

that single fbx IS the actual fbx uploaded into mixamo and than animation was applied, and downloaded, as basic as it gets.

twin musk
#

Hi, I wanted to know if anyone creates voxel art assets or even makes voxel art animations?

novel skiff
#

Hey everyone,
I have a sprite in layers etc etc
The creature has winds in three states, open semi open and closed. Also the legs change when grounded and when flying or walking.
Should I upload all different sprite on unity and change in the animator clips the whole sprite or is there another way to do that?

fast lagoon
#

That's not an error message

#

So your rig doesn't have hands

carmine sluice
#

how to add animations (that i have from this asset) to character because its standing now like that

twin musk
#

and doesnt it come with a prefab?

carmine sluice
#

since the sending message i've figured out how to make idle animation but now i walk with idle animation :/

dusk quarry
#

is there a way to interrupt an animation to change to another?
in 2d
my character just moves for a bit with the idle animation

carmine sluice
dusk quarry
#

yeah same but in 2d lmao

carmine sluice
#

šŸ˜„ high five

dusk quarry
#

i think you have to use a parameter on the animator

#

i am doing that

#

i just wanna know how to interrupt my animation to play the walking one

carmine sluice
#

thats what i've done

dusk quarry
#

hmmm

west delta
#

One of the states will have a check mark on something called ā€œwait to finishā€ or something similar

#

I haven’t checked it in awhile so I don’t remember what it’s exactly called

#

Oh wait

west delta
#

Look in the animator window

carmine sluice
#

my animator window

west delta
#

It’s something in the animator window

west delta
#

Windows > animation > animator or something

#

It’ll look like a bunch of boxes and arrows

carmine sluice
#

what the hell is that

west delta
#

All of your animations

#

Although you don’t have any of them connected interestingly

carmine sluice
#

how to connect them properly

west delta
#

Right click on them and something will pop up

#

One of the options will let you connect them

carmine sluice
#

so just go connect them randomly :D?

west delta
#

But you’ll probably need an entire tutorial since there are a couple of steps and since your code probably doesn’t use the state machine

west delta
carmine sluice
#

ok

#

ty

bitter mica
#

Hello, I'm a total noob when it comes to Unity and need some help. My professor is having us learn the software and I was assigned as an animator. He however has never done any animating in Unity so I had to learn it on my own.

So, I created an animation using bones successfully however, I'm having a hard time exporting it and importing it into a new project. I figured out how to get the sprite, the controller, and the animation over, but I can't get the bones to export. Is there something I need to have checked or do in order to get them into another project?

Also, the characters are in 2D, not 3D.

abstract nova
#

i have a unity bug related problem.
i want to animate an empty gameobject but when i click on the object and then click on "animation", instead of seeing the option to add an animation i see the animation tab of another object

abstract nova
twin musk
#

np

abstract nova
twin musk
#

And what is the problem exatly ?

abstract nova
twin musk
twin musk
#

Hum, weird

#

You can create a new animation for your object otherwise

crimson cargo
#

does anyone have any idea how do i make a walking animation for this character?

#

it has 2 pixels for the legs and i have no idea what to do

#

ive tried just removing the bottom pixel for each of them to make it look like its walking but it looks terrible

twin musk
crimson cargo
#

sure

#

this is the spritesheet i have so far

#

it looks acceptable with the front and back view of the character, but sideways is worse

abstract nova
twin musk
abstract nova
twin musk
#

Np

#

@crimson cargo for the girl from the front?

crimson cargo
#

yep, but generally i just cant think of a way to do it with only two pixels

twin musk
#

I try

crimson cargo
#

k

twin musk
#

I found something

#

@crimson cargo

#

I added a small jump

abstract nova
# twin musk Np

i have the animation now but now it doesnt start at the beginning even though i set it as the beginner state?

abstract nova
twin musk
#

You can adjust the sprites in your animation, so that it starts at the beginning

#

send screenshot if you want

abstract nova
twin musk
#

Send a screenshot to better explain, pls

abstract nova
twin musk
#

of the animation tab with your 2d sprite

crimson cargo
twin musk
twin musk
# abstract nova

The white diamonds represent your sprites, you can change their place

abstract nova
#

problem is the animation doesnt start at the beginning when i play the game

twin musk
#

Oh okay

hybrid tinsel
#

That is indeed a limitation, because it is based on the component name and it finds the first one.

There are a few workarounds; You can have multiple child objects with the component and animate those, or you can create a script that holds references to the other components and animate that.

#

The latter is how I'd generally do it.

abstract nova
hybrid tinsel
#

The animation format is literally just a text file that refers to components by name. The 'order' in the inspector isn't really important, though; I believe you'd actually need to remove and re-add a collider to change the order that unity 'finds' them.

#

Or maybe reload the scene. I'm not sure whether it saves that internal order or if it is just generated when it loads.

twin musk
hybrid tinsel
abstract nova
hybrid tinsel
#

Did you set it to loop in the inspector for the animation file?

viral mango
hybrid tinsel
dusty prism
#

I am trying to understand the nimator and what happens when clips play one after another. In particular I expected a clip that only had an animation of rotation to use the "existing position" as it ended from the previous clip. That's not how it is working be default. Is there a way to say to "use existing position" or something like that? I haven't been able to locate that kind of option.

hybrid tinsel
dusty prism
#

Ok - that makes sense

#

Now I just have to find where root motion is specified. Is it on the transition? or the controller?

hybrid tinsel
#

And also on the importer, for imported animation clips, there are controls for how root motion is applied.

nocturne arch
#

Hello

dusty prism
#

Great - I found it - that makes sense (in retrospect)

hybrid tinsel
#

Yeah, sometimes it is only intuitive after you hunt an option down. šŸ˜„

late ginkgo
#

hi guys, I have enemies which shoot and I want to play a "warning" animation before they shoot (just a simple glow that's increasing in intensity) - how do I time the shot with some point in the animation (eg when the warning intensity reached its maximum value)?

#

do I start the animation, wait for some amount of time I need to figure out, then shoot? or is there a way to add an event to the animation to which the enemy would add itself?

late ginkgo
frail fern
#

My animations keep playing on start even tho Loop Time is off

#

am i missing some other "play automatically" button?

fast lagoon
#

some transition in the controller?

frail fern
late ginkgo
#

yeah, probably the Enter -> yourAnimation default transition

frail fern
#

just Entry > Animation

late ginkgo
#

yeah, that means on Entry, Animation gets played

frail fern
#

Can i just make it do it with a script

late ginkgo
#

you probably want an Idle state to which you transition on Entry

frail fern
#

with animation.play("animationname")

late ginkgo
late ginkgo
# frail fern with animation.play("animationname")

maybe, what I do is add a transition from Any State to YourAnimation with a "Trigger" condition, then I can do from code animator.SetTrigger("theTrigger") which effectively does what you said with animation.play("animationname")

frail fern
#

ill try that

#

im trying to use set trigger but its not actually making the bool true

late ginkgo
frail fern
#

Ahh

#

i was using a bool lol

#

thanks again

late ginkgo
#

haha oops

#

np

#

then on the transition from Animation to Idle set that trigger as condition, should pop up automatically

frail fern
#

is there anyway i could make it do another animation state right after the first one is finished?

late ginkgo
frail fern
late ginkgo
#

is your animation looping?

#

I only started working with unity animations 30 minutes ago so I'm not the most knowledgeable šŸ˜‚

frail fern
#

same lol

#

but it seems like you have the base idea right

late ginkgo
# late ginkgo

I have a question myself: in this state machine, when I first enter Idle (through Enter) it sets some properties to some value that I can't think of why it would do that, but everything is normal and as I expect when I enter Idle from the droneGlowWarning animation

frail fern
#

and im doing this for a game jam game so its probably alright lol

late ginkgo
#

aaah cool, what jam?

frail fern
#

Thanks for the help tho i couldnt find anything online

frail fern
late ginkgo
#

lool

frail fern
#

still like 3 days left if you'd like to join

#

its like a low effort game jam where you make a game with like no hard work

late ginkgo
#

sounds interesting, but I'm in the middle of making a game for a uni course

frail fern
#

seems like you already kinda are in a game jam lol

twin musk
#

how do i animate a rawimage please?

hybrid tinsel
twin musk
vagrant nebula
#

animate in what way?

twin musk
#

except that is using image. i want to use raw image

hybrid tinsel
#

Well, my first question is why you'd want to use rawimage when image is pretty much made for that kind of thing... but you can animate the texture property of a rawimage just fine in the animation panel.

twin musk
#

ok, im guessing it cant be done, i will just create a rawimage and enable that when needed

#

i knew this. i was just asking if there was a way, thanks

hybrid tinsel
#

You just add keyframes to the property like anything else.

hybrid tinsel
#

When you say you can't, can you describe what is happening when you try?

twin musk
#

hitting play on the animation does not animate

hybrid tinsel
#

Sprites and textures are different.

#

The texture is the actual image file

#

The sprite is a recttransform + image

twin musk
hybrid tinsel
#

Yes.

#

There will be a texture, then the sprites cut out of the texture.

twin musk
#

yes so i dragged these sprites in, but it would not accept

hybrid tinsel
#

Because rawimage isn't for sprites. It is for textures.

twin musk
#

oh

#

just pass in textures. ok i see i see

#

i dont have textures tho

hybrid tinsel
#

Yes

#

What do you mean you don't have textures?

#

All sprites have textures.

twin musk
#

i started unity about 3 months ago

#

i dont know how to find textures

hybrid tinsel
#

That isn't really a technical question šŸ˜›

molten geode
#

Hello y'all! šŸ‘‹ I'm getting started with Unity 2D, trying to figure out a good workflow for my character animations. I'm having a bit of trouble getting a satisfactory look with a rigged pixel art sprite: as you can see in the pictures, as soon as the skeleton deforms the sprite, the pixels become stretched - understandably. Does Unity have a good solution for this that allows me to keep the pixelated art style but still use a rig?

I imagine it might be a bit expensive to recalculate the pixels from the polygons at runtime, but I'd take an expensive solution if it can get rid of the stretching ^^ If there is no solution for this yet, what would be the options with Unity? Is this something that could be achieved with shader magic?

hybrid tinsel
#

All depends on what your shrimperitives are 🦐

molten geode
# hybrid tinsel You can't really avoid stretching pixels when using deforming geometry. Dependin...

ah, bummer :/ I think I might have to go the shader route then. Is there a specific reason you mentioned using a higher resolution sprite before deformation rather than just working with my 64x64 sprites? I honestly have no idea what re-pixelating the low res sprite would look like - so maybe you're speaking from experience?

🦐 The shrimperitives are really to keep the amount of work relatively low for a modular character system, but also allow for decent looking pixel art. I want to avoid having to pixel animate all clothing options for every single animation. Especially since I don't really know which animations I need yet 🦐

hybrid tinsel
molten geode
#

well, now I'm curious. Since I already have the low res character, I'll just see what it looks like with that first and go from there. Time to get into shader stuff then it seems 😌 Thanks for the feedback!

hybrid tinsel
#

Well, there is no 'right answer.' Just whatever looks right to you.

abstract nova
#

hi i want to save an object's current transform as the first animation keyframe how can i do it?

flat root
flat root
abstract nova
# flat root

took my time to learn u need to press INSIDE the component and not on the component title. im good now thanks!

flat root
abstract nova
versed sinew
#

Hey so im wondering what is the best approach to switch between two type of animation. I've got 2 set of animation, one for player with weapon equipped and one with out. So is it best to use animation override controller to replace the animation?

finite aspen
# hybrid tinsel <@798639307845140511> have you checked the package documentation?

yeah - I even went back to it - I feel like I'm missing something.

I understand how to set it up in the editor - what connects to what.

Maybe I missed the right documentation page but the singular hole for me is this concept is around seeming to be how to actually create a 'new' procedural pickup animation or 'idle' like is in the examples which is why I had initially reached out to the channel.

The documentation seems fairly opaque around how to actually make the 'animation clips' that the example plays. It's very clear on what connects to what and how it's structurally setup but not so much on how these clips are created / otherwise manipulated.

The official unity video is too short / more of a marketing piece to be of real utility sadly.

If you don't know of any resources thats fine - I just figured that someone here probably would have had a good resource that helped them through it

fast kelp
#

Anyone know a clean way to have an animation show nothing on the end of its life
Instead of tinkering with transparency to 0 or delete gameobject

agile solstice
#

Why did it take me this many years to realise that "animation transition to self" is a thing

#

Or maybe it wasn't before?

fast lagoon
#

read only animation?

hollow blade
#

imported animations are bound the the imported asset
you can make a copy of the animation and change them after that

mighty ridge
#

Hello, My animations made in Unity 2D are deleting their key frames each time I close and re-open them, or when I change the placement of a frame, I made an animation about 12 frames and only 2 of them still displays, Is this a bug or is it something I have done wrong? (also is there a way to see what image each frame has directly in the animation window instead of the scene view?)

fast lagoon
#

open the foldout for the sprite to see more info

twin musk
#

Does anyone who knows blender know how I can fix this? I set up the rig myself and I'm fairly new to blender, I'm afraid I messed something up

#

I can send the blend files also

acoustic roost
#

yo people. I have a blend tree with a lot of animations for my locomotion. Everything works fine except when quickly changing direction from left-right or forward-backwards goes through this "middle state" where it just looks stupid. As if he was sliding on ice (not moving the legs at all). How would I make this animation more "snappy"

grizzled eagle
#

What could be some of the reasons for unity importing every FBX animation from blender except for one named "Idle"?

molten geode
twin musk
#

better example

molten geode
#

can you upload the .blend file? It's impossible to tell just from looking at it

twin musk
#

yeah np

grizzled eagle
#

Is unity able to import FBX animations that don't have any movement? Because that's not working for me.

viscid idol
#

to do something like that, what program do you think I need,

#

at that level of detail

next flax
#

Does anyone know why it won't let me start recording the cinematic?

dry fog
next flax
#

yes

dry fog
#

One message removed from a suspended account.

hybrid tinsel
#

If you want to change the playback speed of the animation, do it from the animator. If you actually do need to change the sample rate, do that from the importer or make a duplicate of the clip.

hybrid tinsel
# viscid idol to do something like that, what program do you think I need,

There is no software that will teach you how to paint. Photoshop, painter, krita, pretty much any painting software can create that type of image, though if you want to animate it then unity likes photoshop files a bit more right now(I've heard that they are looking to improve support for other formats).

hybrid tinsel
hybrid tinsel
dry fog
hybrid tinsel
vapid garden
#

Anyone know how to adjust Animation Rigging at play time? šŸ™‚ It wont let me

twin musk
#

Hello, is anyone working on a game in voxel art or not?

finite aspen
heady flax
#

Why does the blend threshold on my blend tree change the speed the animation plays at?

grizzled eagle
weary otter
#

Not sure where to ask so I’ll ask here,

I made my first 3D model and imported to unity and it has a couple animations I made also in blender. When I press play the model moves. Can’t seem to figure out why

#

Do I get around it by placing the model with the animator on it in a parent? That’s typically what I do I was just checking how the animations looked in Unity.

twin musk
weary otter
twin musk
#

If you check the Animator, are they playing?