#šŸƒā”ƒanimation

1 messages Ā· Page 92 of 1

twin musk
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Like this

weary otter
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Yeah they play. I’m just wondering why the player moves. I’m guessing I just need to make it a child of a holder object. Just not home to check. Wasn’t sure if someone had had this issue before.

twin musk
#

But does the player move or just the animations?

#

I'm no pro either, so I'm not sure if I can help, sorry

weary otter
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The physical location of the player in the game moves and then plays the animation. I’m not talking about the animation moving the player haha

twin musk
#

Ahhhh, that might be a code issue

weary otter
#

There’s no code..

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I’ll figure it out haha. I think it’s an issue that it needs a parent.

twin musk
#

I got a question myself...

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I try to set the Runtime Animator Controller by script

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This is my code:

#

Animator animator;

void Start()
{
    animator = gameObject.GetComponent<Animator>();
    animator.runtimeAnimatorController = Resources.Load("Assets/Resources/Animation/Animation Controllers/body/mainbody") as RuntimeAnimatorController;
}
#

When running, it only deletes the current one, but not setting the other one

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Fixed it! Had to delete the Assets/Resources from the path

elfin narwhal
#

I made an little up and down animation for skeleton enemy

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it normally follows me with an script I wrote

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but with the animation it locks his self and cannot move

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How can i fix that

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Also this is the idle animation i have an + walking animation too (I just fixed it by remaking it I dont know how)

weary otter
#

I used to copy the runtime transform and then paste it out of runtime. As you can clearly see, you can’t save in runtime so either copy the component or write down the coordinates then place them in outside of runtime.

weary otter
weary otter
elfin narwhal
#

and i was animating the body of it not the empty object(skeleton enemy)

elfin narwhal
weary otter
#

Oh

#

With the animator on the object is what you’re saying

#

Skeleton object

elfin narwhal
#

Yep

#

In the emptyobject(skeletonobject) there is an animator

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and inside of emptyobject there is an body

weary otter
#

Weird. Not sure why that’s happening for you

elfin narwhal
#

I animate that body right?

weary otter
#

Correct

elfin narwhal
#

Also maybe the body should be centered at 0,0,0 right?

weary otter
elfin narwhal
#

Oh

#

I wish you were irlcry

weary otter
# elfin narwhal Oh

Same lol. I’m just getting into 3D modeling and animation, I’m a programmer. But I try to help when I can based off issues I’ve had in the past

quick otter
#

Hey guys, I'm in a bit of a pickle here, not sure what to google. I make an animation on a game object, and then I want to duplicate same object, same transform animation, but put it in another spot. Once I do that and run the game the copied object reverts back to the original objects coordinates.

#

is there a way to "bake in" the animation so that I could transfrom the object with "baked in animation"?

little shore
#

How do you stop an animation from stopping the player? For example, they can keep running even when the swing sword animation is active. Right now if I swing my sword, it stops my player then swings

wide vapor
#

i have the animation in the fbx and i want to apply it

#

how would i do that

magic robin
#

working on a rough run animation for a digitigrade legged character
critique/feedback welcome

#

said character

wide vapor
tawdry sphinx
#

Can someone help me with a problem using animator and timeline ?(playable director), im a beginner and im about to lose it

clear orbit
#

what is te problem

tawdry sphinx
#

I have a scene with my playable character, need to do a cutscene with him, but when I animate in timeline he just bugs and dosent play the animations

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also I need to make him unable to control during the cut scene

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I saw a lot of youtube tutorials and nothing...

clear orbit
#

Good question

#

wouldn't you diable his charachter controller during the cutscene?

tawdry sphinx
#

How I do that?

clear orbit
#

I have never done it, but i think ..... well I would just use a script, so when the cutscene is triggered, at the same time the character controller is disabled

tawdry sphinx
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I dont know how to do scripts at all

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😫

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Well, ty anyways

clear orbit
#

Now you will just abandon ?

mighty ridge
#

are there better softwares to make 2D animations than making them on unity?
because I can't really do the drawing in unity I can only change the placement of key frames, which is quite inconvenient

tawdry sphinx
tawdry sphinx
#

but I will continue tomorrow

mighty ridge
clear orbit
#

krita

mighty ridge
#

k

#

wait I might already have that on my computer but never used it lol

clear orbit
#

its good. for vector stuff i have affinity, but i dont use it obviously

clear orbit
#

inside the prefab, you can't edit it directly

magic robin
wide vapor
clear orbit
#

in the animator component

quick otter
#

Guys, could someone help me figure out this supposedly simple solution

#

"The way I get around this is I create an empty gameobject and parent it to whatever I want to animate. Therefore you are animating the x y and z of the child so it's chordates will revolve around whatever the parent is.

You can then stick your parent object anywhere you want and the child will animate in relation to the parent's location."

#

I found a solution to my issue but I am unable to get this working somehow

hybrid tinsel
#

Maybe could use a bit more bounce in the tail? Right not is kinda undulates like a scarf more than a spring

#

Just so we're on the same page, which example are you looking at?

hybrid tinsel
quick otter
hybrid tinsel
#

Try breaking the problem down into smaller pieces?

#

The first step to solving a problem is to correctly identify the problem.

quick otter
#

If we were to do it step by step.

Lets say the object I want to animate and duplicate is a cube.

So I have my cube, then I have my empty game object.

I animate the empty game object and set the cube as a child to the epmty game obj?

#

I tried it the other way around too

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I ended up animating everything one by one which was a pain. Did it as a proof of concept

hybrid tinsel
#

Ok.

#

So you first have an empty game object. You put an animator on that empty game object, and make the cube a child of that empty game object.

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Animate the cube using that animator on the empty game object.

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Then, if you duplicate the empty game object, it will have a duplicate of the cube that will animate relative to wherever you move the duplicated empty game object.

quick otter
#

So you only put an animator component on the empty object, but do the actual animation on the cube?

grizzled eagle
#

How do I solve the issue of blender not exporting animations that have no movement?

mighty ridge
#

anyone using Krita know why it is snapping like this??? ;-;

#

its not snapping to the center instead it snaps to some randomly proportioned point on grid

hybrid tinsel
#

@quick otter yes. The empty object is serving as an origin for the animation.

twin musk
#

How would one have two "models" one for body and one is only clothes (lets say both rigged same)
and "combine" them in unity?

For example to play an animation on the player and it would move the body+clothes

hybrid tinsel
#

You can use one animation controller for multiple animators if you need to

frank sonnet
agile solstice
frank sonnet
#

Bip01 is armature's root

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Isn't necromancer_voxel considered a parent?

agile solstice
#

Either way it should be solved by giving it a parent object

frank sonnet
#

Should the animator be on the parent or on the necromancer_voxel?

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Well I solved it

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Bip01 somehow had a Y value

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In the transform component

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Setting that to 0 solved it

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Thanks anyway

twin musk
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Why can't I make a transition?

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I can do it for this one

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But not the others

viral galleon
#

Hi, I've been adding animation rigging to my character. I made my character with two bones, away from the standard 3. I know its possible to add IK to it (as I did it in blender) . But I cant get it to work in unity. I cant even get the bones to do anything whatsoever? with the chain IK I've also tried but it wont work. I know the bones can move because I did I test Multi-aim-constraint and the bones will move its just something on my end. Any ideas? thanks.

lucid wolf
#

why isnt the entry stuff appearing?

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i have animations on the object (2)

grizzled eagle
#

Why wont all of my blender FBX animations import?

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I dont see any path errors, I set "export all actions" to true in the export options.

grizzled eagle
#

This is what one of my animations looks like before exporting.

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This is that same animation after (this one doesn't even appear in unity)

jovial mountain
#

You need to change it to Humanoid first under the Rig tab

mighty ridge
#

Hello, which other file format can be imported into unity2d for animations except .anim files?
or is there a way to export animations from Krita as .anim files?
I'm trying to create 2d animations in Krita and importing them into unity but I don't really know how

grizzled eagle
# jovial mountain

Still doesn't work, I already have it on humanoid. That second screenshot wasn't taken in unity it was taken in 3d viewer

bleak turtle
#

idk if this is the right place to ask but ive already asked both the avatar creator's discord and the beatsaber modding discord for help
i have script on my model that is called pose manager and it lets me save a hands open position and a hands closed position
i go on to armature and rotate each finger to where i want them
but when i click the model again to get to the pose manager script, it forces the armature back into a t pose. i can click any other part of the armature and its fine. only when i click the model itself
why are the fingers being reset?

placid totem
#

The falling idle animation isn’t playing correctly.
Using this tutorial for reference, and even the comments know that the Youtuber forget something about the raycasting
Video for reference https://youtu.be/dJPnqv2IOTE

In this episode we give our character the ability to fall from ledges, whilst preforming a falling animation. Upon touching the ground the character will transfer into a landing animation, and control of the character will be restored!

ā–ŗ JOIN OUR DISCORD
https://discord.gg/jzmEVx5

ā–ŗ SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGra...

ā–¶ Play video
late ginkgo
#

hi guys, I have a collectible animation which just rotates the thing, and another which makes it scale out of existence when the player collects it. is there a way I can have the rotation animation running, and on collect add the other animation on top? atm I have a rotation -> blendedrotatecollect state diagram, where blendedrotatecollect is just a blend tree of both animations

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if I check Write Defaults, then the rotation "resets" to the initial rotation angle which is not what I want (I want it to seemlessly continue rotating), and when I uncheck Write Defaults the scaling gets real weird and scales my collectible to a huge size

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note I used just the collection animation before instead of a blend tree and that worked (no huge scaling stuff), there just wasn't any rotation anymore of course

hybrid tinsel
#

@viral galleon the rigging package has a 2 bone ik you can use.

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@late ginkgo add a parent object that handles scale while the child rotates.

late ginkgo
#

aw, so two animators?

hybrid tinsel
#

No. Just one animator, on a parent object, that controls both of them.

late ginkgo
#

got it, makes sense. do you have an explanation for why my current approach doesn't work?

hybrid tinsel
#

I'd have two animations, with the scale one set to additive on a second layer

late ginkgo
#

all on the same transform

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also, what exactly happens with a state that has no Motion set? (None)

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things were broken with such a state, when I added an animation which just did nothing (single keyframe on loop) everything worked

spring stratus
#

Anyone know where the Root Motion button is in newer Unity versions / the new workflow to add root motion curves to a Unity animation?

hybrid tinsel
#

@late ginkgo that's a complicated question because it depends on the states connected to it.

#

@spring stratus in the importer.

spring stratus
#

There used to be a way to do it, but the button's gone with zero mention of what happened to it

hybrid tinsel
#

For an animation created in unity, you can just edit the curves in the animation editor. You can enable and disable root motion in the animator as well.

spring stratus
#

The "Apply Root Motion" button doesn't seem like it has any effect at all on Unity animations. On/off there's no visual change at all.

Root motion normally goes off of the root / user-designated root element, given how (in this example a simple UI box) that should be the transform of the Animator-applied object, there should be nothing else required past checking the box...

#

I really really don't want to have to make UI animations externally, that would be so frustrating

viral galleon
#

Bad choice... but. I cant do anything about it

hybrid tinsel
#

Add an empty to the end.

fleet salmon
#

Anyone familiar with DOTween callbacks know why TweenCallback exists instead of using built in language callbacks? I can't seem to find any documentation on it (although maybe I'm looking in the wrong place? I just started using DOTween)

viral galleon
viral galleon
#

thanks

tranquil token
#

How do people usually handle animations for playable and non-playable character movement?
Is it plain intention derived (like pressing forward commands an animator to play the forward movement animation) or based on physics/world response state (grounded + velocity in motion direction = forward movement animation)? Both to me seem to be flawed, as the first can then not handle external events well, like falling/sliding off something, being pushed etc. while the second way can't deduce ambiguous actions like being launched upwards or jumping without extra information or being jittery on uneven ground/slopes. Then there's the problem that AI needs a different kind of motion input as a player's plain direction input, because npcs need to be able to stop precisely at some desired waypoint which requires full control over the velocity vector to not overshoot and oscillate around the target position.
Any tips on how to handle that cleanly?

timid rampart
#

hm, wonder if i also can directly set the animation from script, instead of the transitions?
But I guess, if I have 3 animations: idle, walk_left, walk_right, I should do something like pass the values and let the state machine decide?!

_animator.SetBoolean("isWalking", isWalking);
_animator.SetFloat("directionX", direction.x);

but every update, or only when it changes, i guess?

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atm I have an Integer walking which I set to 1, 2 or 0 - depending on the animation needed, but I think that is not how it is supposed to be …

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(sprite animation)

mossy trench
twin musk
mossy trench
#

2020.3.32f1

twin musk
mossy trench
#

ill try it, thank you

agile solstice
#

@grizzled eagle iirc "force start/end keying" option makes some actions not export seemingly at random

twin musk
#

iirc it skipped animation events when i increased animation speed sometimes..

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anyway to fix it?

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i need to increase attackspeed for example

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and need to do the "hit" at a certain frame or time (only one frame)

abstract nova
#

hello i have an animation event on an object with this script

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

public class RevolverAnimateScript : MonoBehaviour
{
    [SerializeField] AudioSource tickSource;
    [SerializeField] AudioClip tickClip;
    [SerializeField] AudioSource clackSource;
    [SerializeField] AudioClip clackClip;
    [SerializeField] AudioSource tingSource;
    [SerializeField] AudioClip tingClip;

    void PlayTick()
    {
        Debug.Log("Tick");
        tickSource.PlayOneShot(tickClip);
    }

    void PlayClack()
    {
        Debug.Log("Clack");
        clackSource.PlayOneShot(clackClip);
    }

    void PlayTing()
    {
        Debug.Log("Ting");
        tingSource.PlayOneShot(tingClip);
    }
}

except when i call PlayTick(); in an animation event, nothing happens, why

fast lagoon
#

what does your animation event look like?

tawdry sphinx
#

How I play a cutscene with a trigger?

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Can't manage to find how

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Need to use Timeline and Playable director for this

stiff bobcat
#

Hello, im trying to put humanoid fighting animations on my 3d model. It only moves in static pose, seems like bones/joints not attached to animation itself. how do i solve this?

abstract nova
#

its an event with the function "PlayClack()"

fast lagoon
#

remove the brackets

abstract nova
fast lagoon
#

PlayClack is the name of your method, not PlayClack()

abstract nova
#

@fast lagoon

fast lagoon
#

ah, yeah sry there is another place for animation events where you have to put a string in, thought thats where you are

abstract nova
#

found the reason (its too close to the end of the animation)\

cyan mauve
#

anyone ever used blender shapekeys and imported them into unity as animations?

grizzled eagle
#

Hey can somebody help me figure out why my blender animations wont export properly or import into unity? Some of them are not moving in the right ways while others are just gone completely upon export. I've made sure to enable "Export All Actions", I've applied all transforms on the rig, I made my rig use the "Humanoid" animation type and all of the paths in my animation are valid? What's the issue?

cyan mauve
#

have you done the whole NLA editor routine?

grizzled eagle
#

Yes

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I have tried putting them all in tracks and it still doesn't work for my idle animation

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The other animation is also still messed up

trim nova
#

Hey, would anyone help me do a simple walk animation? my character is very simple and doesn't really has hands and foots:

trim nova
#

to rig it?

twin musk
#

Look up a tutorial

sonic rune
#

I want to make an animation of a cube moving from a point (point A) to another point (point B), however, I only know the positions of both points at runtime. How would I solve a problem such as this?

dry fog
#

One message removed from a suspended account.

sweet cloak
#

How do i make animation independent from rotating parent object?

sonic rune
#

slow day it looks like...

dry fog
dry fog
sonic rune
timber cloud
dense phoenix
tawny holly
#

Do I have to make a separate animator for gameObjects other then my player or can I use both for say the enemy and my player

silent laurel
#

can anyone help me? im very new to unity and for some reason i can not add more transitions from idle anymore

i found no way to fix it
i can add transitions if i remove the current transitions
is there like a transition limit from a single animation? or something of that sort

flat root
flat root
silent laurel
#

from idle to crouching

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when i right click on idle "make transition" does not show up

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or any other animations except from crouching

silent laurel
#

anyone?

flat root
silent laurel
#

i tested it like 5 times

flat root
silent laurel
#

thats why im so confused

#

i probably messed something up but i have no idea what

flat root
#

hm u only have unity 2020 installed ?

silent laurel
#

no

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actually

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lemme check

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i have 2020.3.32f1 even though i remember updating

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imma try updating ig

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you think its a bug or?

flat root
#

could be. i never seen animator do that

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make copy of project, download the 2021 lts

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try that

silent laurel
#

alright i will, ty

flat root
silent laurel
#

alright

silent laurel
#

tyvm

#

i thought i had the recent update because i remember downloading it

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ig not

flat root
hybrid tinsel
agile solstice
#

@flat root @silent laurel So far seems fixed in 2020.3.33f1, might not be necessary to jump a whole year forward
For future reference

silent laurel
#

alright

#

ty

twin musk
#

why are the components always missing, the animation is from asset store

solemn summit
#

so say i make a run animation in blender that looks nice but also is very slow. is it possible to just speed it up in unity

warped lion
solemn summit
#

ok so i dont need to make it frame perfect speed with blender

warped lion
sonic mason
#

Hello guys, i downloaded a 2d character assets but i don't know how to put it in unity with the right animations. Can someone help me?

hybrid tinsel
#

Always very important to remember that

hybrid tinsel
kind skiff
#

Hey I'm new to Unity, I would just like to ask why can't I see the make Transition in the idle and the running. But I can see it in others? Thank you

kind skiff
#

not sure if this is the version but

agile solstice
#

For me that fixed it
But this issue is cursed

kind skiff
#

Alright thank you I'll update

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If it is still broken damn I think I have to do it again

agile solstice
#

And I've seen almost a dozen reports by now, which is what makes it cursed

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If 33f1 doesn't do the trick I guess the only surefire fix is to update to 2021.3.
But that's a big change that may cause other issues in the project

kind skiff
#

Oh my, I did some progress with the project already I hope it won't be cursed. But here goes nothing

agile solstice
kind skiff
#

Thank you so much for that

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just did a backup now I'm installing the new update

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I somehow checked Android Build and Ios Build before installing. Does that mean I am allowed to build the game for those platforms? like render

kind skiff
rough quartz
#

hey guys I am trying to use root animations for a sequencial scene, the goal is that the character pickes up the position of the first finished animation to the second

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the thing is, when the first animation ends the character jumps back to the original position

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to play the se second animation

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any tips on what I am missing?

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the setings of the animations

glad grove
#

Hi, i just wanted to ask if there a way how to "randomize" when the animation start? Like, i have this bird animation eating from ground, but if i have more copies of the same bird with the same animator controller, they all eat at the same time like robots, obviously cause it makes sense. But is there a way how to fix this easily? Or

rough quartz
#

gaybee if you start the animation in code you can just give a random time for each to start

glad grove
#

What do you mean in code? i dont use script for this

#

sorry if im confused, im just really noob about unity, so everything is new for me

rough quartz
#

your problem is, that when the game starts all birds are animating equaly right?

#

ah you dont use scripts

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humm dont know how to help you with that

glad grove
agile solstice
#

sorry that was the wrong one

glad grove
rough quartz
#

guy what is the red bones mean?

tawny holly
#

hey everyone,

#

anyone kno how to fix this? whenever the animation plays gain it does this weird arm thing when the animation resets any tips?

#

the white model walking infront of blue one

tawny holly
limber blaze
#

How would i go about animating my character depending on the movement and not player input? (is c# code my only option?)

swift comet
#

Can someone help me out with the animator please? I have this problem that when I jump, fall, and jump again the animator doesnt have time to change between states and the animations doesnt play, how do I stop this?

true elk
#

Can anyone assist me

#

Can anyone please assist me I currently have a project setup and I am trying to get the player to transition from the "Idle animation state" to the "Walking animation state" it appears to not be working correctly the idle and animation state is set to default and the parameters are setup correctly and all as I believe so I want the animation states to transition between each other but it just keeps playing the "Idle animation State when walking in game

true elk
#

What are the proper steps of setting the state animations so they can transition from one another

hybrid tinsel
#

@limber blaze root motion.

true elk
#

??

marble bronze
#

Hi everyone i have a little problem where i stuck about animation rigging

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Someone can help me when he have any time please 😁

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My animation rigging make my foot model go underground :

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Rig Builder ON :

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Rig Builder ON but with "Foot IK" activated on my animation :

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Rig Builder OFF :

marble bronze
#

(Ping me for any response please)

sleek shuttle
#

So I have a character model with a pretty complex rig so the face has bones. Well when I use animations in game that don't have animators set to the face it's severly distorts the face. Is there anyway to fix this?

twin musk
stuck oak
#

Hi this is my problem

#

I ain't able to create transitions

agile solstice
#

@stuck oak Update to 2020.3.33f1 and check if the problem persists

agile solstice
#

Same advice to you

marble bronze
pearl glade
stuck oak
timid terrace
#

so i wanted to have the Root Motion Node checked however when i do it the animation gets rotated to the right i just want the animation to face the front though

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when i remove it it goes back to normal

#

can i easily turn it somehow without messing up my animation?

marble bronze
vivid token
#

Hey Im doing a little walking animation and for some reason the animation only works for vertical and not horizontal, the condition is that when either x or y is 1 or -1 the bool isRunning is set to true and that triggers the animation, i have the same exact lines of code for both X and Y but only Y works, does anyone know what i did wrong? Thanks in advance

drowsy star
#

instead of facing the camera

spring halo
#

I have this switch

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I want to have like a toggle animation from on to off and again to off

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What do you think is better to do it from the Blender or the Unity

#

??

drowsy star
#

it should just be a simple negative scaling job

#

on the vertical axis

spring halo
drowsy star
#

make 2 models

#

1 flipped

#

or flip it in unity using code

spring halo
#

OK

spring halo
#

I made an animation but it is looping. How can I make it to play only once?

narrow shard
#

go to the clip file and uncheck "Loop Time"

#

@spring halo If have you haven't figured it out yet^

hybrid tinsel
# timid terrace

You need to select the hip bone as the root probably. Then you can adjust the angle in the root motion settings if needed.

hybrid tinsel
fast mango
#

im trying to create a sprite sheet for a mage, but unity seems to be confusing the wand and the body to be seperate. yall know how to fix this or does it not matter? just started using unity

hybrid tinsel
#

It isn't confusing them at all; they are separate. The auto slicing is based on separated islands of pixels. If each frame is the same dimensions, you can try just slicing based on cell count.

vivid token
tawny holly
glossy glen
#

Hey guys, I'm trying to swap mesh+bones in a purchased asset. The bone structure is identical, I just changed the position of the bones slightly to match my mesh.

I managed to replace the mesh (by replacing the skinned mesh component) and rebone it to the original armature but the mesh - as expected - got a bit misaligned in the process.

Now my question is: Can I swap the bone structure as well?

hybrid tinsel
unique ice
#

can you guess what i am making?

hybrid tinsel
unique ice
#

sadly no

#

hint: it is inspired from a cursed image lol

hallow moth
#

I got animation from "Kevin Iglesias" unity assets. How can I synchronize idle/walk/run animations so the character doesn't seem to hover on the ground (NavmeshAgent) . Trial and error or is there a method to it?

vivid token
# hybrid tinsel Posting your code might help debug it, but most likely when you check for Y you ...
    {
        anim.SetFloat("X", playermovement.x);



        anim.SetFloat("Y", playermovement.y);

        //left & right
        if (Input.GetAxis("Horizontal") == 0)
        {
            anim.SetBool("isRunning", false);
            
        }
        else if(Input.GetAxis("Horizontal") > 0)
        {
            anim.SetBool("isRunning", true);
        }
        else if(Input.GetAxis("Horizontal") < 0)
        {
            anim.SetBool("isRunning", true);
        }
        
        //up & down

        if (Input.GetAxis("Vertical") == 0)
        {
            anim.SetBool("isRunning", false);
        }
        else if(Input.GetAxis("Vertical") > 0)
        {
            anim.SetBool("isRunning", true);
        }
        else if(Input.GetAxis("Vertical") < 0)
        {
            anim.SetBool("isRunning", true);
        }```
I used this and called the method in update
tawny holly
unique ice
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what do you think so far?

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also how do i add a bone?

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more importantly how do i connect it and make it move?

cobalt halo
fleet wind
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I know how to use blender pretty well

fleet wind
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These are the things I made

unique ice
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nice

unique ice
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this is it

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this is the bone i made, i would like to first know how i can move it (like have it move like a normal everyday hand) then connect it to the 2 cylinders and 1 ball that make a "hand"

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here is the "hand"

fleet wind
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k

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move the bone closer to the hand

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then shift click on the legs and then do parent with automatic weights

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I made this real quick hope it helps

unique ice
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yes

fleet wind
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@unique ice

unique ice
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dont spam me

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lol

#

ty

fleet wind
#

did you download the thing i sent

unique ice
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not yet

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i finally figured out how to enter pose mode lol

fleet wind
#

oh yeah in the top left corner

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this is the pic

unique ice
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i had to start over cause i messed something up ;-;

fleet wind
#

oh

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k

astral ingot
#

hey guys does anyone have a good tutorial or can help me in the dms on how i can make a run animation on this model

slim fulcrum
#

When I animate a thing, it slides from point A to point B. Is there a way to make it so instead of sliding, it just kind of teleports to point A and B in one frame?

silver nest
#

Hello, how can I reassign missing transform in an animation?

warped topaz
#

Hello! Can someone share the best way to add to an existing animated asset. I want to add various items (hats, facial features etc..) but dont want to do all the rigging over again

hybrid moth
#

so you think there are any source beside mixamo ? lowpoly rigged and fit with unity rig ?

hybrid tinsel
hybrid tinsel
silver nest
warped topaz
hybrid moth
#

guys is there any lowpoly rigged like mixamo that fits in with unity rig character ?
does it blender metarig does ?

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the one from Distant Lands doesn't have rig on it

hybrid tinsel
hybrid tinsel
#

Pretty much any humanoid rig with the correct hierarchy and number of bones will work

hybrid moth
hybrid tinsel
#

You can see the full list of needed bones and how they need to be parented in the mecanim manual

hybrid moth
#

wait a minute, I can't see it's bones ?

hybrid tinsel
#

They are just transforms. Though you can add one of the visualizers from the animation rigging package to display them like blender does

hybrid moth
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I'm about to replace some rigged char from framework to another one

hybrid moth
hybrid tinsel
#

Install the package, and it has scripts that visualize the bones on a character

hybrid moth
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what package @hybrid tinsel

magic dragon
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Is there any method to use the "any state" multiple times

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or any alternatives since nothing else works

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im trying to make a jump but the any state is already used

warped lion
magic dragon
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It doesn’t look like I can

warped lion
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Right click it -> Make transition

magic dragon
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I clicked and it just says add new state

warped lion
magic dragon
#

That’s really weird what’s your version?

magic dragon
shy burrow
#

is there a way to make an animation local? I spent a very long time working on an animation but i want to use it in a different scene. I really dont want to redo the animation. Ive tried parenting but that hasnt worked.

#

im using unity 2020 if that helps

shy burrow
#

when the animation plays the object gets teleported 5000 units away

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i need it to be able to play anywhere

magic dragon
shy burrow
#

what do you mean?

#

the animation is already done, and its really complicated so i cant realistically change it

magic dragon
shy burrow
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i need it local since the animation has to be parented with the players movement

wet bison
#

Ok, so lets say I want 2 types of locomotion animations, one with a gun and one without a gun, as well as calling animations when left clicking but only when there is a gun in my hand. How could I do that?

warped lion
wet bison
#

and just to add a bit more context I want to be able to drop the gun and go back to a normal walk cycle per say and then pickup the gun and go into a walk cycle that has a few modifications for the gun

warped lion
#

Did you read the docs I linked? It mentions how you set this up, that's why I linked it šŸ˜›

wet bison
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mk ill look into it

wet bison
#

basically if the character is carrying this gun this animation will play but if the character is carrying no gun this animation will play.

twin musk
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why can i not mirror the animations

agile solstice
twin musk
agile solstice
twin musk
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i dont know where do i check it

agile solstice
#

I've never used Avatars so best I can do is point you here

twin musk
fossil linden
#

I have a question, how would I sink 2d objects movement to the rhythm of the music

twin musk
#

Do animationevents always get called?

#

even if i increase the speed modifier?

#

wont it skip some? how do i make sure to call the attack method when the attack actually happens?

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like swinging a sword

sleek shuttle
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Is there any easy way to change a skinned mesh render to a normal mesh render and still have it anchored to the model

jade quartz
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So I imported an animation but when its played at runtime it looks kinda weird. Anyone knows how to fix it?

royal niche
#

I don’t know if this is where I’m supposed to post this question but I’m new. I animated one object and I want to animate another object. But when I go to animate the second object the first object stops animating. When I slide the cursor down the timeline in the new animation I’m trying to make the other object doesn’t do anything. Can anyone please help?

twin musk
#

i was following a tutorial and for some reason my animator blend tree animation thing just plays the first from my walk animation, why is this happening?
in the little blend tree preview window the walk animation works fine but during gameplay it doesnt

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i fixed it nvm

brave temple
#

I need 3d game characters design artist

snow wadi
#

How can i put a mixamo character to walk with animation using my already made movement script

thin badge
#

is it possible to precompute cloth physics animation in a mesh before the game runs so that the cloth is the correct shape when entering the game? my problem is that when I start a timeline animation (cutscene), the cloth starts animating suddenly instead of being in a natural position from the start

wet bison
#

is it possible to attach the camera to a offset from a armature basically making a character head out of a camera?

hybrid tinsel
hybrid tinsel
wet bison
#

how could I do that?

hybrid tinsel
hybrid tinsel
wet bison
#

got it

shy burrow
uneven pawn
#

How do I add a condition to an animation transition?

hybrid tinsel
uneven pawn
hybrid tinsel
heavy cosmos
#

Anyone used Timeline to Load / Activate Scenes? Am I missing some critical part of the workflow?! Once I add a scene to a master Timeline/Sequence it becomes un-editable...

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  • If it is loaded "into" the master Scene, every change I do on an asset or component gets revertet as soon as I move the playhead of the Timeline.
#
  • If I open the scene directly, all the assets are deactivated..
hybrid tinsel
#

I've never actually tried loading a scene from a timeline; I've only activated scripts to do it.

unborn tusk
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Hey, I imported this walking animation from mixamo, though the problem is that my camera doesn't move along with the head

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So now my camera is at a fixed position whilst my head is moving, which looks a bit weird

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How would I fix this?

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Can I just copy the head animation and paste it for the camera?

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Nevermind, got it working

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I just made a new animation for it

lucid hull
#

https://pastebin.com/sjZTy3S1
https://pastebin.com/VAUhkBkJ
i have these two codes
im trying to make animator work
it gives me this error
and i dunno whats the problem

hybrid moth
#

hi guys by now I'm using a framework for a game, and it has character animation in default

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but since the walking default looks inappropriate

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do you think I can just add new pack and overrides it up, or I'm be able to modify

unborn tusk
#

Hey, does anyone know free fps survival animations? Specifically I need an axe swing atm, for chopping trees. I tried animating it myself but it looks really... really bad

unborn tusk
#

They don't have axe animations

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I looked for them a long while

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but nothing

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So I tried making my own, it's fine for now though

twin musk
twin musk
unborn tusk
#

Where

twin musk
#

just swinging hands not with axe

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wait

unborn tusk
#

link?

unborn tusk
#

he's just t-posing

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Ill try using the same search query

twin musk
unborn tusk
#

oh yeah, thanks

#

Might use that for bigger weapons later

twin musk
#

welcome

haughty delta
#

If I have a humanoid rigged and animated. And now I want to give it a shirt I made, should I join that shirt model to the human model, weight paint it in and export to Unity? Or is there a way I can copy paste the chest weight paints to the new shirt and then just export the shirt? Or is there some other way to handle clothing, armour, etc?

twin musk
#

Does anyone know why my model gets lifted up when enabling a animation ?

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it's not the root motion

haughty delta
#

Well your collider...

celest crag
# haughty delta If I have a humanoid rigged and animated. And now I want to give it a shirt I ma...

Simplest way to handle is to have separate material for interchangeable parts, then it's easy to swap it with different one just changing texture. For actual items with additional geometry simple ones could be parented perhaps, with animation they would have to be part of the rig. I think two rigs must be completely identical to swap them out entirely. Someone could be more helpful with that case.

celest crag
twin musk
twin musk
#

Ah like that, yes. When having no animations there is no problem, but when I do have an animaion enabled then it gets lifted up

haughty delta
#

Your collider is positioned properly and that screenshot is the result?

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Okay

twin musk
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This is it when it's not playing

haughty delta
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I had this issue. I think its called Bake Y Pose, or something along those lines. Should be a check box on the Root Transform. I dont have Unity here.

twin musk
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Well I have tried turning on root motion, but that didn't do anything either

haughty delta
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Yea there we go. Root Transform Position (Y) > Bake Into Pose

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That should fix it.

haughty delta
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You click apply?

twin musk
haughty delta
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Hmm, not too sure then. Maybe someone else has an idea.

twin musk
#

I am going to try with other anim. Lets see

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Yes, I also have the same problem with other animations

hybrid moth
twin musk
hybrid moth
#

fingerscrossed šŸ™ wish me a good luck @twin musk

stuck trout
#

For some reason the animation doesn't work on one character but works on the other? they are kinda Identical with both using the mixamo auto rigger.

What could be causing the broken animation?

hybrid tinsel
#

@stuck trout probably incorrect naming or the animator being placed differently in the hierarchy between the two models.

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@twin musk you need to set the root transform(y) to be based on the correct thing(depends on the animation)

hybrid tinsel
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Anything in the hierarchy.

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You set up an avatar definition for the second model? Are they both mecanim humanoids?

stuck trout
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they are both humanoids and have their own avatar (created from import settings)

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is there a way to create an avatar manually?

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(not avatar mask, the normal avatar)

wet echo
hybrid tinsel
wet echo
#

I'm not sure what those are

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Skeletons seem a lot simpler from my perspective

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But i really have no clue

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I'm thinking that once I'm set up making them would be way quicker

hybrid tinsel
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I mix both types of animation sometimes.

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Really whatever works best

wet echo
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I'll try both

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If i wanna do frame by frame, what program do you think i should use? I feel Paint.net ain't it

bright spear
#

Is there anyway i can animate certain parts of an object without splitting the object into multiple components? I can split it, but it would save a lot of time if i could just animate certain parts of it.

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this is 3d btw

haughty delta
#

Not unless you can weight paint bones in Unity. Or do you mean outside of Unity?

bright spear
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can a rig work without scripts? im making a mod for a game, but custom scripts aren’t supported

bright spear
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actually i think it would be easier to put all of the parts of my model into an empty, and animate the empty, would that work?

thick osprey
twin musk
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Can’t use bone parenting

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Have to parent the gun to the bone in unity

hybrid tinsel
#

@wet echo I use photoshop, but any decent 2d software works.

lime lava
#

can u help me with getting a model
to go on vr hands
so when i move my vr controller
it moves the models hand

lunar summit
#

Hi there I've a little problem with a simple character animation. I'm using a 2d Blend tree where the animations on the vertical axis work bit the ones on the horizontal get stuck on one frame. What am i doing wrong?

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dont know if this helps. And the character is froze like that in Play mode

lunar summit
#

Ok found the problem, its me being stupid

tawny holly
#

Animation is so hard 😦

glacial ridge
#

Hey i did something a bit stupid, and realized i needed my characters weapon to be attached to the Camera instead of the player. However, i had already created a few animations, and when i made the weapon (OverseerSword) a child of the camera, it says it cannot find the gameobject anymore for my animations. Any easy fixes for this?

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The animations are attached to my character

twin musk
#

the project is called Emucord (temporary Name)
Its basically a communication app like discord, but with extra features, more compact, fits all types of people, ranging from gamers, to a lot more.
Its basically gonna be a bunch of chatting apps, into a single one. we need animators. dm me if u are interested.

molten oxide
#

random question, is it possibible to create small animations in unity? like a simple arm movement

lean sage
#

It's possible to create animations of any size

wet echo
#

Are there any free/affordable, simple animation softwares out there? I wanna dip my toe and I feel like I need a week long course for this.

molten oxide
jade quartz
#

So I imported some animations from mixamo but when I apply them to my character they are not exactly the same (for example the feet make some weird movements, and the same goes with hands). Any ideas on how to fix it?

wet echo
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How would I approach for example adding hats to this?

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Because right now I wouldn't even know where to start

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Actually, do all 2D games that has equipment represented on your character have to mirror every single frame with every single piece of equipment? o.O

agile solstice
wet echo
#

The example i thought of right away was Diablo 2

agile solstice
#

If the character is fully animated frame-by-frame and you want to give it a new full suit of armor, then you basically need to re-do the animation for that suit as it replaces the body

wet echo
#

How do i do that with any kind of accuracy?

agile solstice
#

Diablo 2 cheats by using 3D animations which were recorded and exported into 2D sprite sheets

#

iirc separately for each detachable piece so they can be layered

wet echo
#

Well, I'm not going anywhere near 3d modeling, so that's off the table xd

#

But i could make anchor points that follow the animations for body and head assuming i keep the arms the same?

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The next question would be, how do i inform them where the body/head is?

agile solstice
#

That's another way

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You would give each body part sprite its own gameobject and animate the gameobjects, so you can swap the sprites

#

Just like the hat

wet echo
#

Am i getting into skeletons here?

agile solstice
#

We're approaching skeleton territory ā˜ ļø

wet echo
#

xd

#

I tried it with this

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What am i doing wrong if when i bend the limbs they kind of just become a smear?

#

Actually, if I'm just doing skeletons swapping parts should be easy

#

But then again, now i'm doing skeletons

agile solstice
wet echo
#

I am bad at terminology but I've heard it somewhere

agile solstice
#

It's another method for making sprite animation that lets you swap sprites

#

What kind of smear do you mean specifically

wet echo
#

The arm didn't vend, more like ot got spread evenly between point a and point b

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A being the origin point and b being the end point

agile solstice
#

My guess is this happens because you have scaled some parts of the hierarchy non-uniformly

#

when working with skeletons /hierarchies in general transforms should be at scale of 1 in all dimensions ideally

#

If you have a stretched parent and a child rotates, it'll skew

wet echo
agile solstice
#

Like how 3D animation works usually

wet echo
#

I mean, the only things i need to bend are the arms

#

I mean limbs

agile solstice
#

All of the techniques I've mentioned can be combined

wet echo
#

Alright, where do you suggest i get started?

agile solstice
wet echo
#

The way some people can draw is pretty dang crazy

wet echo
agile solstice
wet echo
#

Actually, i made my limbs work somehow

#

"It doesn't bend that..." *Crack

wet echo
#

This makes me want to apply physics to the arms

clear current
#

does any one now if there is a hot key on a mac to go to next frame instead of dragging the white line in animation

wet echo
#

How do I fix this?

#

I think the bone was too long?

#

Not sure why it doesn't just fold with the bone

wet echo
#

Ok, so in the arms specifically, whenever i try to click a bone to rotate it, i just select it instead

wet echo
#

Oh, and it also does this

hybrid tinsel
# wet echo Oh, and it also does this

That generally means that you either changed the name or the location in the hierarchy of the items with yellow names. You can fix it by selecting the yellow items and hitting 'f2' to enter the new path.

hybrid tinsel
# wet echo How do I fix this?

In that case you have a combination of two problems. your triangle layout isn't really great for that kind of shape, and your weights aren't correct. The weights are the bigger problem here- you can see that the vertices that aren't moving as you'd expect are colored to show that they are mostly influenced by the yellow bone.

#

Generally, you'll want to place a point at or near the pivot of each bone, especially if you are auto-weighting.

hybrid tinsel
#

Not the best example but you can kinda see

warped topaz
#

Does anyone have a good technique for getting a rigged animation into either a sprite or mp4 of some sort?

#

I was watching this unity vid from copenhagen and the presenter said he exported his skeletal animations as frames to help with framerate

hybrid tinsel
#

@warped topaz I use the unity recorder package.

elder pollen
#

hey guys

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how would i make the jumping animation with a basic cube like in this video

#

9:50 for reference

#

is this an animation or code?

celest crag
#

either, can be achieved by both easy enough

jade quartz
#

Im having a pretty annnoying problem: when I import animations in mixamo they look good but when I attach them to my character they look weird. anyone knows whats the problem?

hybrid tinsel
jade quartz
#

yes

hybrid tinsel
#

There might be translation or scale keyframes, or bones that aren't used in the avatar definition. Did you have any warnings or errors in the importer?

jade quartz
#

no errors nor warnings

#

This is the only message i have

hybrid tinsel
#

If you check generate retargeting, what error levels are you getting?

jade quartz
hybrid tinsel
#

Yeah, that's not ideal

#

You're wanting something like

#

What's your avatar window looking like? Do you have extra leg bones in the hierarchy?

#

No bones showing up red in the avatar window?

jade quartz
#

The character should have an extra object for the ending bone, so for the toes

jade quartz
#

actually also the animation avatar has that object

#

the number of bones is exactly the same

hybrid tinsel
#

Do other animations have the same issue on the character?

jade quartz
#

yes, I have a run and slash animations and they both have some issues

#

and using retargeting still gives similar errors to the previous animation

hybrid tinsel
#

Are all these animations from the same source? Have you tried an animation from a difference source on that avatar?

#

Basically we wanna determine where in the pipeline the animation is

jade quartz
#

i remember making the animations myself and still having the same issue

#

its been a long time since I first had this problem

hybrid tinsel
#

Um, dumb question but when you exported from mixamo did you choose the 'for unity' option?

jade quartz
#

yep

#

and without skin cause i already had the model

#

I left the rest to default

#

If you want I can set up a quick scene just with the character and the animation, then put it on git hub so you can check it

jade quartz
#

Anyways, if you could check that out, search: PoTaSteve is my username, and the repository name is Animation-Test

hybrid tinsel
#

So your model and the mixamo model both have avatars created for themselves, right? Not sharing the same avatar?

jade quartz
#

yea

#

if you mean the "Create from this model" option, i used that on both animations and character

twin musk
#

Hey guys! I suddenly see this under my character controller:

#

There are lots of states in this controller, but this is the only one listed here.

#

Why is it there?

slim cipher
#

Hi, I tried to export a rig from blender to unity. Setting it to humanoid, and slapping an animator controller onto the avatar, the avatar immediately sinks halfway into the ground. Funnily without populating the animator controller field the character stands on ground per normal. (Apply root motion is unticked). If I rig it as generic instead of humanoid, everything works, animator controller field populated no problem. Note that the animator controller is totally empty. Any ideas?

jade quartz
slim cipher
#

I did that at first, and the avatar sank

jade quartz
#

hmm

#

the mesh "sinking" should happen when the mesh and the animation have different animation type in the rig panel

jade quartz
#

like swinging left and right

slim cipher
#

I have some form of controller on it. Rotating the object works. But moving no, likely because of the collider though, didn't try it without.

jade quartz
#

could you send some pictures of how it looks like in the inspector?

slim cipher
#

Unfortunately not at my pc now. Will send over when I'm back. Thanks for helping though!

crisp canyon
#

Hi everyone! I downloaded a character from mixamo, and plopped her into my scene, but she's gray. Is there a way to make her colored?
I've extracted the materials and textures into a materials folder I created but nothing really happens

#

I looked at several guides online. Same results unfortunately. Their characters turn colored the moment they extract the textures/material while mine stay the same.

#

even though I can see the colored textures

#

in my materials folder.

#

Any advice?

jade quartz
# hybrid tinsel So your model and the mixamo model both have avatars created for themselves, rig...

Sorry for the ping, but I just wanted to tell you that I've done some experimentation on my character, and I noticed that by rotating the bones of the animation avatar, the animation itself looks way better. Still its not perfect but its definitely better. Probably the rotation and position of the bones of both mesh and animation are supposed to be the same. (Sorry again for the ping, hope its gonna be somehow helpful)

wet echo
#

Hm

#

I don't think this is very useful for a character? Correct me if i'm wrong

agile solstice
wet echo
#

Makes sense

#

Never thought I'd see a hardness slider :^)

#

Not sure what they mean by "step" tho

agile solstice
wet echo
#

I realized having a billion bones makes my job making animations proper annoying

#

Am i missing something?

wet echo
agile solstice
wet echo
#

Yes, but I need to add them all to the animation window indivudually

agile solstice
#

"Add" them? Normally it's enough to push the red record button and then you can pose the character in the scene and all of it is keyframed to that time

#

As long as the animator component is on the gameobject that has all the limbs as children

wet echo
#

I see

#

The way i was doing it felt jank af

#

Still have to do it this way with the arm unfortunately

jade quartz
#

Does someone know a way to set the values of the trasform of the bones of an avatar to be the same as another avatar?

jade quartz
#

Ok, but my problem is that when I retarget the animation, the bones of the avatar of the mesh/animator controller has transform different from the avatar of the animation

#

If the bones transforms are not similar enough to the animation will look weird

wet echo
#

Is this path wrong?

#

Player/Body/Arm doens't seem to be it either

wet echo
brisk elbow
#

Can't do anything in the animation window?

wet echo
#

The animation windows function like normal i think

#

I can even move the limb if i do it down there

brisk elbow
#

I can't insert a sprite

quartz scaffold
#

Is there a way to copy bone names from one model to another? It is tedious to do by hand. They have the same structure.

hybrid tinsel
hybrid tinsel
#

And if it isn't showing yellow the path is correct

wet echo
#

It's Arm_Right, and it's showing yellow only if i attempt to move it in the scene view

#

To me it just seems buggy

#

I can move it fine if i use rotation coordinates

hybrid tinsel
#

That's odd.

wet echo
#

Yes

#

I feel like I'll just toss my current progress and start working on something else for right now

hybrid tinsel
#

It really seems like you must be doing something weird/incorrect at a base level that I am missing...

agile solstice
#

@wet echo If things "just don't seem to work" the solution for me has always been to hammer away basic tutorials all over again to isolate the mistake in my workflow

wet echo
#

"Attached to" as in "A child of"

hybrid tinsel
#

But it IS still a child of the object with the animator component and no objects between them have an animator?

wet echo
hybrid tinsel
#

Well, if you don't have an animator component that will certainly cause issues.

#

Though more likely you have one tgat was added automatically when you created your animation, and that could mean you have it on the wrong object.

#

Like on one of the legs, or whatever you had selected when you created it.

wet echo
#

I made the animation by selecting the Player object

#

And those are all the limbs, there's no Arm_L btw

#

It's gone anyways, spent way too much time on this one thing

scenic tangle
#

for some reason,the avatar mask won't show in the menu despite there existing an avatar mask,any help?

blissful sedge
#

hi there I have just created an animation using a tile that I have, I split it up into multiple images now when I import it into the game it looks incredibly low quality I cant find the place to enable point filter so I dont know what to dp

woven hawk
#

Hi! I'm trying to make a combat system and want to add a delay so spamming the mouse button wouldn't make it look bad. How can I achieve this?

    public int swingAnimNum = 0; //0-idle; 1-leftSwing; 2-rightSwing

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            swingAnimNum++;
            if (swingAnimNum > 2)
            {
                swingAnimNum = 1;
            }
            Debug.Log(swingAnimNum);
            if (swingAnimNum == 1)
            {
                anim.Play("SwordSwingL");
            }
            if (swingAnimNum == 2)
            {
                anim.Play("SwordSwingR");
            }
            
        }
    } ```
thick osprey
#

Hi, I made 2 animations for my arms in blender, but when imported, it only shows one.

agile solstice
dawn kraken
#

Low poly model - Rigging
Then adding animations -
Applying the animations with model in unity
Then coding the movements

#

Can anyone help me with this criteria

#

No video just explains it well

uncut salmon
#

You want someone to walk you through the entire workflow? šŸ¤”

dawn kraken
#

Yes

#

Or some bits

#

With information involved

#

Maybe just the outright things to do

celest crag
hybrid tinsel
#

I mean, you broke the problem down into fairly reasonable chunks, you can just google each of those.

twin musk
#

why only idle is playing?

hybrid tinsel
hybrid tinsel
#

Most likely, the transition out of the run state is being triggered too early

proven bronze
#

is it a good idea to use rigged meshes with animations for trees?

#

or is that too heavy?

hybrid tinsel
#

Depends on your needs. If you have one prominent tree that needs a lot of elaborate animation it could be worth it.

#

I figure that's usually overkill though.

radiant zodiac
#

why can't i make another transition?

slender roost
#

I know absolute nothing about 3d animation within unity but from what I heard you can create completely new animations within the game engine and don't need to import them with your model?

Is it better to animate in unity or blender after i've completed and rigged a character model? I am inexperienced with both unity and blender (but improving) and the only way i know how to animate is through the blender action editor from low poly tutorials.

One of my fears is animations not transitioning well between actions or interacting with game objects and such. In addition I wonder if blender animations are even compatible with asset store animations if those things can be used with my existing armature/bones made in blender.

agile solstice
radiant zodiac
#

okay

#

@agile solsticethis one right?

agile solstice
#

You would normally choose the correct version from Unity Hub

radiant zodiac
agile solstice
#

That's the 2021 version, very much different from 2020

#

But I don't know which version your project is on, I can only guess

radiant zodiac
#

in unity hub i have the 2020.3.32f1

agile solstice
#

So try the 2020.3.33f1

radiant zodiac
#

it doesn't appear in unity hub

agile solstice
#

It's the newest version of 2020.3 LTS so it definitely should

radiant zodiac
#

oh nvm

#

it does

#

sorry

minor crag
#

why animation stuck like this and dont playing after pressing key?

#

code looking like this

toxic heart
#

For animations, should my animation model be a child? Because my enemy is moving, but when i animate it, the enemy stays on the same position instead of moving. Its a simple jump animation

toxic heart
# agile solstice Yes

And i place the collider where? In that object that have the animation? Or on the parent?

#

I am creating a simple slime enemy that jumps

agile solstice
toxic heart
#

The problem that i am facing now is that, i placed the collider on the child, but its not colliding with nothing. Do i have to set something in the parent?

#

Anyone??

twin musk
#

why when i jump only first frame plays?

warped topaz
#

I only know how to animate. Does anyone have any good "non script/code" tutorials for making a game with Unity?

trim hatch
#

use unity samples from their github

#

or from unityhub

slate ocean
#

Im trying to animatie a character.. every single tutorial on youtube use those already premade animations from maximo. How do I animatie my character myself? Whats the best way?

uncut salmon
#

Use a 3D modeling program, like Blender.

lone goblet
#

Hi there, I have a character my team and I have modeled and animated in Maya, He has a Wooden spoon he carries, as seen in the GIF below. However, you'll notice that it seems to not follow the hand perfectly. In Maya, it stays in his hand just fine. However, in Unity it keeps randomly misaligning in this looping animation. Why is that and is there a way to fix it?

celest crag
#

It should have direct relation to the hand bone perhaps?

sturdy creek
#

Hey, I'm toying around with Unity (2d), and decided to have a pretty simple jump animation, consisting of only 3 frames, 1 when the jump starts, one while in air and one when it lands, how can I have the animator show frame 1 when it transitions to the animation, keep frame 2 shown while the animation is playing, and show frame 3 before it ends?

lone goblet
#

Works perfectly in Maya

dawn kraken
#

Does anyone know the problem?

#

Anytime I add a mirror modifier it does not duplicate

#

Don’t worry fixed it

brisk stag
#

im having troubles turning on and off something from an animator motion

#

when is it that a motion doesn't enable and disable something from lower in the hierarchy?

#

as in, im in the state, but the motion doesn't happen

slender roost
#

Am I able to use both my blender animations (made with action editor) and any animations downloaded from the asset store using the same armature/bones?

twin musk
#

animation not it works

#

when i press play, it goes under the screen

#

error console

solid remnant
#

how do I get skinning editor

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
#

Though bear in mind that not all constraints import entirely correctly.

#

It is generally better to just parent the object to the bone if possible.

lone goblet
hybrid tinsel
#

Then see the next line šŸ˜„

#

You can also add constraints directly in unity

#

But generally speaking the importing constraints is not really a well supported(or even documented) feature.

#

You have to make sure that you are exporting constraints in your fbx exporter as well

midnight basin
#

how do you make state transition between layers in the animator? i have an attack animation on a different layer but want it to transition to walk, which is in a different layer, so i cant just simply drag a transition arrow, what do i do?

hybrid tinsel
#

You would have to make a separate transition on each layer

midnight basin
#

or what do u mean exactly

hybrid tinsel
#

Well, each layer has its own graph.

hybrid tinsel
#

What exactly are you trying to do?

agile solstice
#

Layer weights are controlled purely in code I believe, but you can make a transition to a state with an event which triggers the layer transition in code

#

Though you could do that without events as well

hybrid tinsel
#

They're triggering the transition in one layer, they could use that same code to trigger it in multiple layers

fiery wigeon
#

how do i loop specific frames within a clip, for example (if frame 5 is reached then start again from frame 3)

stiff badger
#

Hi, i m having a problem with animations. I have a walk/idle/attack animation. And all look very good in editor. But as soon as i enter play mode, only the walk animation looks totally weird. Some having any ideas about this?

sturdy creek
agile solstice
agile solstice
radiant zodiac
#

Hey! I'm trying to make an animation when the player jumps but the Trigger "Jump" doesn't active

#

I have this code:

#
             if (Input.GetButtonDown("Jump") && isAlive == true)
        {
            if (movement.m_Grounded)
            {
                anim.SetTrigger("Jump");
                audio.PlayOneShot(JumpSound, 0.25f);
            }
            movement.Jump();
        }
#

the audio plays

#

but not the jump

sturdy creek
hybrid tinsel
#

@fiery wigeon you don't. Unity animations literally have no concept of frames.

#

Unfortunately.

#

The usual solution is to make separate clips for each segment, and use animator logic to string them along.

fiery wigeon
#

yea thats what i do rn

#

i found out there is an loop pose and ccycle offset but idk what that does

hybrid tinsel
#

@stiff badger can you give more info about how it looks weird?

#

@radiant zodiac the transition in the animator might be set up incorrectly?

#

@fiery wigeon those are indeed for fine tuning looped animations but are based on time and character pose rather than frames.

radiant zodiac
#

Jump doesn't trigger when i jump

solid remnant
hybrid tinsel
#

@radiant zodiac and you have the correct animator?

twin musk
#

i had been trying to animate for 3 days straight, always hitting a brick wall everytime

radiant zodiac
twin musk
#

screw this

carmine oriole
twin musk
#

can I use IK constraint from Animation Rigging package without animation?

stoic horizon
#

How do i mirror a pose to the other side. In blender you copy the keyframes and paste by ctrl+shift+v, i am looking for the equivalent in unity.

trim hatch
#

you wanna play it backwards?

stoic horizon
#

no

trim hatch
#

then just turn the model around

stoic horizon
#

i want the right arm to switch data with the left

#

and so on

#

so its mirrored

#

so i dont have to do i manually

#

to look like this

#

but i dont want to flip the scale

#

as i did in this picture

carmine oriole
stoic horizon
carmine oriole
#

Alr thanks

trim hatch
#

yeah but it's not possible

stoic horizon
#

what is the simplest way to do it with unity

trim hatch
#

flipping the model every time it loops

hybrid tinsel
#

@twin musk yes.

#

@stoic horizon you'd probably need to write a script to do it. Unity can mirror entire animations but only humanoid ones I believe.

twin musk
hybrid tinsel
#

Define 'didn't work.'

twin musk
#

the IK didn't affect position of anything

hybrid tinsel
#

Bear in mind that, annoyingly, it only updates in scene view when using the animator or the timeline. But it still WORKS without, but only in play mode.

twin musk
#

i tried twice though

hybrid tinsel
#

Very bad design decision but if that is what you're seeing it is 'working as intended.' If it isn't working in play mode, that might be a problem.

#

Tried what twice?

twin musk
#

adding ik constraints to move body bones

#

by the name of this package, it does make me feel like it shouldn't work without animation

hybrid tinsel
#

Except it does.

#

Did you check in play mode?

twin musk
#

yes i did

#

i think I'll try once more

hybrid tinsel
#

And you're using the most recent version?

twin musk
#

yep makes no difference

hybrid tinsel
#

And you're saying it does work with an animation?

twin musk
#

yeah but it's was a different project when i last tried this package, i forgot to put an animation and see what happens

hybrid tinsel
#

You do need to have an animator.

#

I believe

#

Even if you have no animations.

#

Though the docs aren't actually clear about that

twin musk
#

ah I'll try these this time

hybrid tinsel
#

And the rig builder needs to be on the game object with the animator, I believe

#

I wish it was more like the 2d rigging package; other than being 2d only it is much better to set up.

twin musk
#

it worked now, i feel so unlucky rn

#

well nevermind

#

thanks for help

#

its half stuck under the surface not sure what to do

#

its fine when i add an animation, but i dont want to use them

twin musk
#

Soo... it doesn't work actually, u need an Animator

hybrid tinsel
# twin musk its fine when i add an animation, but i dont want to use them

I mean, there's a lot to unpack here. I probably should have asked what you're actually attempting, and why you don't want any animations.

But as you can see perfectly well in your screenshot, the IK is working just fine without an animation, and if you controlled the root and all four limbs, you could pretty much pose it however you like.

twin musk
plush fractal
#

I made a dresser. The problem I'm facing is that the close animation doesn't move from where the open animation ended (even though I am specifically setting the position.z to the same value as the last frame of the open animation), instead it closes the drawer instantly and moves outside through the back of the dresser. Any ideas?

twin musk
#

I need help I don't know how to make animations in 3-D and 2-D for the game

fading basin
#

the animationclip works while iam not in game but when i enter in game the animation doesnt do anything , what do i do? in game i create a bunch of clones

green sun
graceful mulch
dusk parrot
#

transition option is not showing help

uncut salmon
dusk parrot
uncut salmon
#

It means, stop posting your question in multiple channels. It's against our rules.

dusk parrot
uncut salmon
#

If anyone wants to help, or knows how to help, they'll see your question here.

green sun
graceful mulch
#

And i would recommend to use a trigger instead of a bool as a condition, because the bools stays on true after you left the collider when you don't tell it otherwise, while the trigger will turn off after a really short time automatically.

green sun
#

Thanks already

graceful mulch
#

Something like that should work, but maybe you have to change the interruption source.

green sun
#

I know it was basic stuff but been a long time I didnt animate ahah

graceful mulch
#

No problem, i am glad to help!

rigid salmon
#

I have a humanoid character in the scene already rigged and have animations from mixamo applied to it which are working perfectly fine but when I purchase an animation pack from the asset store then those clips are not working on a character. Anybody can guide what could be the problem

novel portal
glossy glen
#

Does root motion override rigidbody physics and then reenables them once the animation clip is done? also does it retain the current velocity of the root motion animation? I'm struggling to google any solid info about these interactions

wraith isle
#

boys i downloaded a unity asset character with preset animation but how do i open the animations in the animator tab? Please someone help

forest socket
#

I have a bunch of animations on different characrters.
I want to collect all the animation files from all of them to make an animation library.

My plan is to import the FBX.
Open the model in content browser, select the anim part.
CTRL + D to duplicate the anim file.
Repeat for all models.
Then scoop up all the now floating anim files to load into a differnt project.

Can you see any issues with this process?
Do the anims have to be named appropriately first?
What issues can you forsee with this process?

north socket
#

Hi! (very new to unity). I have downloaded some low-poly 3D character models that are made in blender that I want to use to make animations. The problem I have is that they don't have any premade animations. Does anyone have any tips or a good video that I can learn from because all videos I find already use characters with premade animations? (from my understanding they have "bones" made but no animations attached to them)

forest socket
#

You are looking for Retargeting - giving your named bones an anim file that tells the bones where to move.

You can get some from Mixamo

#

or some free sets on Unity Asset Store

north socket
forest socket
#

Good luck, i'm also new to the animation world in unity

novel portal
#

For animations like landings or special idles where you want anything to stop the animation right away but also have it play in full if not interrupted how do you set that up in the animator? I tried unchecking exit time but it immediately stops (im assuming because of idle?). What's the standard way to set this up?

wraith isle
#

im trying to make a first person combat system where when my sword touches the enemy, the enemy will go into a stun animation

#

however it isnt working at all

#

i have no idea why

#

i know you guys can't see my unity project but what do you think might have went wrong

#

using UnityEngine;

public class CollisionDetection : MonoBehaviour
{

    public WeaponController wc;
    public GameObject HitParticle;

    private void OnTriggerEnter(Collider other)
    {
        Debug.Log($"On Trigger enter with tag {other.tag} and isAttacking {wc.IsAttacking}");

        if (other.tag == "enemy" && wc.IsAttacking)
        {
            Debug.Log(other.name);
            other.GetComponent<Animator>().SetTrigger("Hit");
            Instantiate(HitParticle, new Vector3(other.transform.position.x, transform.position.y, other.transform.position.z), other.transform.rotation);



        }
    }


}
#

my code

keen sapphire
#

Hey. I am attempting (very poorly) to get a walk animation from Blender into Unity. Could someone lend a hand
It's already in Unity but I'm having a hard time getting it to work with Unity

keen sapphire
#

Okay the animation is playing now but I need to setup the character controller

slender roost
#

Anyone know of some good animation packs for low poly fantasy games (melee/archery/magic/movement) that would fit well for a game that allows attacking while moving and doesn't look weird in third person view from behind?

kind tulip
#

Someone can help me? I'm trying to retarget an Humanoid Idle animation into my character, but it doesnt work as expected, my character gets completely broken like this

#

i have the same idle animation on another character that works fine

hybrid tinsel
#

Do both have identical hierarchies?

#

With the same names?

#

I know nothing about sketchfab

#

No.

#

Photoshop usually.

slender roost
#

What does it mean when an animation pack has root animations?

hybrid tinsel