#🏃┃animation

1 messages · Page 93 of 1

slender roost
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Hmm, trying to find a fantasy animation pack that supports being able to move while doing actions (I assume I could only activate action animations above the waist when moving?)

Root animations would be a no go right?

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Just starting to learn how to do animations

hybrid tinsel
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You don't need to bump questions that aren't even off the screen yet.

stray zephyr
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hey, i have a dumb question but why does my pings just empty themselves when i close the animator window ? it doesn't seem to have an save button

stray zephyr
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Nah its ok i solved it

wet echo
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How do i adjust the pivot point that's used in the scene view? Apparently it's not the same one i apply in the sprite editor

balmy fern
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Okay so I have this problem. When my character changes the animation it only does it once, how can I make the character repeat it without having to do a big web on the animator tab

graceful mulch
graceful mulch
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yeah

balmy fern
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It keeps doing it only once

graceful mulch
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mh

balmy fern
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I tried doing this , but I cant get the ChangeAnimationsState so I used animator.Play instead. Problem it only plays it once even if its on Loop. Maybe I need to put the animator.Play in a loop? idk ( Im pretty new to unity and coding so maybe its something easy to solve at the end )

Edit: Basically I want to use animator.Play("whatever") on loop to change the animations instead of using the transitions webs

graceful mulch
balmy fern
graceful mulch
# balmy fern

mh normally the animation should play forever when the state has no state to transition to and the animation has loop time true.

balmy fern
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Ill try this night to make the animator controller again just in case :)

graceful mulch
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oh i got the problem i think! the animator will try to play Idle when you dont press anything. So you need to make to play idle only when you dont press one of the other buttons. @balmy fern

umbral summit
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Hey guys so I’m new to blender and I made an FPS animation with two separate armatures. In blender it works fine but when imported to unity as fbx it’s separated into two animations, one for the gun and one for the hands. Is there a way to get around this?

graceful mulch
slender roost
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I'm trying to use some Mixamo animations with my 3d model and it seems to only work on the version of it downloaded directly from mixamo, but it doesn't work when imported+exported with blender to make adjustments to the model. Anyone know how I can use the animations on my modified version outside of constantly uploading and downloading it with mixamo?

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no changes made to the bones

umbral summit
umbral summit
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full fbx content:

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here's my blender collection w 2 armetures.

rotund oak
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The method I Use is I select the bones only then when exporting I check the selected object then selecting the armature only.

rotund oak
umbral summit
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so tried it. What i get is still a single mesh for the hands and rifle but 2 separate animations

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I feel like just making the gun part of the hand's armeture is the way to go but i'm not sure

balmy fern
round girder
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leentween vs animator? i know how to code 😄

blazing knoll
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how to change the state of an animation?

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im fairly new

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like I want it to run, and when he collides with the enemy, he goes on attack state

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yeah

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oops ok

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thx

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That's what I did but I putted my run state in update, so when I try to go in attack state, it just goes back to run.

slender roost
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Is it possible to combine mixamo animations, with other animation assets from the assetstore? (example: mixamo lower half running, assetstore pack for upper half combat action)

As far as i'm aware, mixamo animations work a bit different than others so im not sure if this compatibility is there. (i am a newbie who's trying to plan ahead that barely knows anything about animation beyond surface level stuff)

near finch
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Is anyone around to potentially help me even play a damn animation? I've got a Mixamo Animator (Walking) applied to a Humanoid FBX, but when I go in-game it doesn't play at all. Followed through a couple different tutorials and I'm not sure where I'm going wrong.

glossy glen
near finch
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I believe so. On Start -> Walking. I tried adding a script to the FBX with the Animator Component attached to it too and called GetComponent<Animator>().Play("Walking"); and That's not calling it either.

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On Entry -> Walking, sorry

glossy glen
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and the animator component is set up properly?

near finch
glossy glen
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Have you tried checking the animation + mesh in the preview window ?

near finch
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Yeah it seems to be playing as expected

radiant aurora
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Any tools you guys recommend for mesh animation in a web browser? Working off a Chromebook, Blender completely breaks in Crostini

glossy glen
glossy glen
glossy glen
near finch
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In that case, no I don't see any activity

glossy glen
near finch
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Damn, okay. Appreciate the help though.

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Figured it out, needed to mark the Rig as Generic. Is there a way to make the Walking animation only animate on the spot, and not move on the X/Z axis?

glossy glen
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Turn off root motion in your animator or delete the position transform in your animation clip?

glossy glen
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Btw guys. Does anyone know what makes an animation clip recognized as "including root motion"? Is it just a rootbone named "Root"? I don't fully understand the pipeline.

hybrid tinsel
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@glossy glen in the animation inspector you can choose the root bone. If that bone has motion, that is root motion.

glossy glen
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Worth adding that it's an imported asset

hybrid tinsel
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Unity will make a best guess

glossy glen
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I'm referring to the expandable "motion/root motion node" field

hybrid tinsel
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Alternatively, the asset might have it set up

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Is it a humanoid or generic rig?

glossy glen
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generic

hybrid tinsel
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So it will default to using the top bone of the hierarchy.

glossy glen
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I've played with the settings a bit and indeed that seems to be the case. Thanks for your time 🙏

steep kelp
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I'm having problems with animation masks

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I want to make a set of expressions that can play whenever, regardless of what the character is doing

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Like, on call. For dialogues purposes. I have a set of animated facial expressions that work on their own, but the character always revert to "rest pose" to do it. I have my skeleton mask set up properly? Choose all the body bones to exclude?

sturdy creek
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Hello, I'm still new and learning! I have a pretty simple animation that just moves an object up and down looping.
Now, I wanted to apply it to an object, so I added an "animation" component but that doesn't seem to work. Do I need a whole controller for a single animation?
It works in the editor when I hit "play" on the animation timeline...

hybrid tinsel
sturdy creek
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I'm just moving the Y axis up and down

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It works when played from the editor but it doesn't start when in play mode

hybrid tinsel
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You have play automatically set?

stray adder
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any performance tips for skinned mesh renderers? (HDRP)

Performance with 1 Skinned Mesh Renderer (Player) = 160fps
Performance with 7 Skinned Mesh Renderers (Player + 6 enemies) = 80fps

that's an insane difference 😢

haughty flower
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Hey guys.... I was in the animator window and run into a problem....I hope someone can help me fix it..

Apparently I can't make more than two transition from one animation...
And from the any state I can only make one transition..
If anyone knows how to fix this please help
..am making a 2d game

agile solstice
agile solstice
haughty flower
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How do i update please

agile solstice
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Download the new editor version from the Hub and open the project with that version

haughty flower
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If I download a new version will I have to download new modules for it

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For example if I download version 2021.3.1f1 can I use the modules I had in version 2020.3.32f

agile solstice
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But going from 2020. to 2021. is a big change so do a back-up first

haughty flower
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I see I will have to download all the modules once again 😩

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Is there no other way to solve this

agile solstice
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They can be installed later after all

tidal stream
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guys some help

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I'm a begginer at pixel art

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how can I animate this dude moving?

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actually this is a more accuarate drawing:

forest socket
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What's your favourite quality animation pack for a general testing use case?
I can't use Mixamo for the project I'm working on but I wasn't to get a lot of animations in one place

twin musk
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Why my animation doesn't work? What's the problem?

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Problem solved

spring meteor
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wasn't there a way to makes bones visible in scene view to help create animations within unity

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I swear I had that once

viral mango
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how I make one character rigged and exported from mixamo but made in blender execute 2 or more diferents animations

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when I set one single animation to the animator controller it works but when I change the state to other animation it doesnt work

agile solstice
tawny yew
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Hi guys, I have some trouble with my animation.
Unity gives me a warning on the arrow between 'Any state' and the destination:
'Cannot preview AnyState transition: destination does not have motion'.

Is this a problem?

If I check the destination, it indeed does not have a motion, but it doesn't let me drag an animation into it either 🤷‍♂️

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I must have done something wrong, as a previous animation does work..

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Starting over fixed it, I think there is an issue with creating the animation from scratch and dragging the elements together manually.

vague night
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how do i turn off looping

uncut salmon
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Select the animation from your project tab and the option will be in the inspector.

hybrid tinsel
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What do you mean?

agile solstice
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They are not meant to be connected
The slider is for previewing the blend when editing the blend tree; you can see the resulting blend in preview window at the bottom of the inspect
The parameter value is what controls the blend during playmode in the larger context of the state machine

round hawk
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Anyone can help me out in exporting rokoko animation and remapping it on another character in maya ?

viral mango
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any help for my question?

tough ledge
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Sorry man not a 3d dev

viral mango
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me too

tough ledge
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Oh wait

viral mango
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I m programer

tough ledge
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Is this a 3d or 2d project

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Either way I have no idea how to handle skeletal animations

viral mango
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I m trying to make an endless run

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but there is not much information about how to make a game like this

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like subway surf or gold run

tough ledge
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Oh ok

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Gl

viral mango
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and more if we talk about the animations in this game,

tough ledge
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I'm making a 2d one

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It's not like I find 3d hard to script but I'm trash at making 3d models

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Tryna make a game like soul knight

viral mango
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there are some videos about it but not like the way I want

tough ledge
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Not sure

viral mango
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I mean there are a lot of endless run but there are not much information about making one like subway surf

viral mango
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I mean in the tutorials they use one skin and this skin execute every animation from mizamo

tough ledge
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Or idk

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Are u sure it isn't just a script problem?

hybrid tinsel
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When you have no parameters and create a blend tree it will create a float for you, but generally the best option is you make your float first and then assign it in the inspector of the blend tree.

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I understand

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I have been working on my first game jam and I've had to 'crash course' so much crap the past few days

marsh eagle
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I was wondering if anyone can help me implement jump animation

hybrid tinsel
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Can you be more specific?

marsh eagle
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this Happens when I jump

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How can I make the jump animation look real with the jump

hybrid tinsel
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What does your state machine look like?

marsh eagle
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yes

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any idea?

hybrid tinsel
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Yeah, I wouldn't use a blend tree for that

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I'd just use discrete states for jumping, falling, and landing

cedar kraken
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Not sure if this is in the correct channel sort of hard to figure out which one it would be in

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Is there a way to mask the back part of the projectile

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I want the projectile to move forward and not show the back part

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or would i have to just scale it in the end with code

thin cloud
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Hey everyone! I got a quick question, so I am working on a top down game and Im making it where you can break trees and what not, I want a different animation to play if the character hits it from either the left or right, like if im on the right side I want it to fall to the left but I can't seem to figure out how to do that, any ideas? IDK if I use Animations Triggers or just make it all in a code to work based on 2d Colliders

sturdy plover
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In 2D, is there no way to use one collider and change it for a complicated animation?
E.g. if I have a animation with a series of action like pic.

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Is the only way to have 3 colliders and enable/disable them on the right frame?

marsh eagle
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yo how does jump animation works exactly ?

rigid salmon
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I have purchased animations and used them on my humanoid character. Both animation clips and my character are in rigged in humanoid type but still the animations working very wierdly.

agile solstice
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this is your hint that the asset is not editable
This is the case for all assets that are packaged into model files
You can duplicate the clip to get an editable copy

inner sierra
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my animation stopped working all of a sudden

ruby pumice
undone monolith
inner sierra
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it's laggy when i try to play it manually

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but nothing is showing

ruby pumice
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otherwise we cant know

inner sierra
ruby pumice
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Do you have any statements anywhere in scripts about this?

inner sierra
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a SetBool("stop", true/false)

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when enemy is triggerenter

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the animation wont play when i try to play it manually tho

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that shouldn't be

undone monolith
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where are you looking

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when you click play on the animation

inner sierra
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the scene

undone monolith
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try looking at the game view

inner sierra
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same thing

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laggy and stops after a moment

undone monolith
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show a video

inner sierra
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the sprites are there if u look at the screenshot closely

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can i upload videos in chat

undone monolith
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if i said show a video then obviously they are...

inner sierra
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i dont wanna have to upload a youtube video

undone monolith
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then dont?

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upload a video to streamable or the file or whatever

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you can also just upload a gif

inner sierra
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my free screen recorder expired

undone monolith
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get OBS

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its what you should have anyway

inner sierra
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nvm

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i need to sleep

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ill ask again tomorrow

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thx anyways

lilac minnow
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I have a real noob question for you all! Pointing me towards a tutorial suffices: How do I animate in Unity?
I've done animations in Blender, exported them with the FBX and they are in the PreFab. But they don't work, the bones that I did animate aren't even in the Anim file once I duplicate them out of the PreFab

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If it matters: it's for VRChat
But This feels more like a Unity question than a VRC related question

haughty flower
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Have you tried importing them into unity

vague night
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how do i disable anim looping?

vague night
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do you mean exit time?

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oh the ONE place i didnt look thanks

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i looked in the animator, the transitions, the spritesheet, the gameobject
your right this is a labyrinth

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its still loops

vague night
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nvm turned off exit time

dusk solstice
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How do I get my Trigger to play over my Bool?

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I have my bool for Jumping as long as you are in the air, cause I have it blended with Jump and Fall. But I want to be able to attack and it just blips the animation really fast

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Do I need to make another Layer?

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That seems to have worked

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Thanks guys!

signal star
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Hello! I've imported an animated dragon from an Asset Store. It has a "Take off" animation. When playing it, the dragon moves up.

How can I stop this vertical movement?

What I've already done:

  • Disabled "Apply root motion" in the animator
  • Checked "Bake into pose" for "Root Transform Position (Y)"
  • "Root motion node" was already set to "None", so I didn't change it

But it still moves up both in the animation preview window and in runtime on the scene.

I also tried checking "Loop time" and "Loop pose" boxes. It changed the behaviour: dragon started to lower each time after moving up. But he still moved up during Take-off animation, so I reverted the "Loop time" and "Loop pose" changes.

What I am doing wrong, how to stop it from moving up?

P.S.: I'm attaching current animation settings screenshot, and a video dragon moving up in animation preview window

marsh eagle
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hey

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I'm trying to make a jumping animation that works with the object position

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how can I fix?

sonic rune
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If I only know the start and target position during runtime, what are my options if I want to move a cube while rotating it from start to target position? Please don't recommend Dotween, it is buggy in my current setup.

lament vapor
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Hello the characters in the blender must have an animation when before joining to the project unit? or will I just create a character in blender and in unity created move animation?

agile solstice
lament vapor
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I'm worried if it's even possible to control both programs at the same time

agile solstice
twin musk
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whats the easiest way to add fxb animations to a 3D third person player controller e.g walk cycles etc

haughty flower
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Guys someone please help me here...
Am trying to make a transitions in the animator window and each time I try to make a third transition from an animation with 2 transition the option does not appear.....

agile solstice
warm glen
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Hi, uh I accidentally zoom out of the animator window then I cant find my animation graph now.. are they any short cut key to go back to them?

agile solstice
warm glen
hybrid tinsel
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@terse salmon you have to adjust the root motion offsets so they face the right way.

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@sturdy plover you should be able to just animate colliders, though it is generally easier to use multiple primitive colliders than one polygon.

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@thin cloud you can either trigger different animations using different triggers, or you could pass in a direction and feed that into a blend tree.

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@cedar kraken if that is a sprite you can just use a mask for the back of the gun.

sand elm
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Hey 👋
Does anyone know how to change material on SkeletonAnimation at runtime?
I've been trying with CustomMaterialOverride with no luck.

var meshRenderer = creature.spineCreature.GetComponent<MeshRenderer>();
originalMaterialInstance = meshRenderer.material;
slowDownMaterialInstance.SetTexture( "_MainTex", originalMaterialInstance.GetTexture( "_MainTex" ) );
creature.spineCreature.CustomMaterialOverride[originalMaterialInstance] = slowDownMaterialInstance;
hybrid tinsel
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@sand elm you might need to check with the Spine folks, not sure if they are doing anything that might be overriding it.

sand elm
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Do they frequent any of the channels or how would I go about finding them?

hybrid tinsel
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No idea. But they probably have their own support

sweet cloak
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How do i make these poses animations?

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So theyre 0 frame animations

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Just like this guy here

agile solstice
agile solstice
sweet cloak
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Is there a way to convert a pose into animation?

agile solstice
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Unless you've applied the pose into geometry, in which case it's no longer a pose per se

sweet cloak
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yeah but do i need to add transform for every thing i move

hybrid tinsel
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Yes.

agile solstice
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Normally you have them to start with from the animation/pose armature

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I feel like you might've skipped something fundamental in the process

hybrid tinsel
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You'll need to create a humanoid avatar definition from your model, and set the avatar to include the extra bones. You will probably need to have the animations for any additional parts on an additional layer using an avatar mask for those parts.

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Also, I am unfamiliar with your 'cat rig' but the issue you had with generic rigs makes me wonder if you might have some issues with that as well.

twin musk
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Can someone please check if my fxb animations work, I was getting an error when running them which could be an error with the network of computers I am using as i’m not sure

hybrid tinsel
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Pretty much any premade solution is unlikely to work in 5.x, just because the sprite workflows have changed so much since then.

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The easiest method would probably be to just swap the spritesheet textures either in the renderer or the shader.

hybrid tinsel
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Well, is the sprite sheets match, you can use the rects from the sprite but use a different sprite sheet texture in the shader

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The sprite renderer updates _MainTex but you don't have to use _Maintex, you just need the UVs

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I've not written a 5.x compatible shader in years so I can't be that helpful but I'd suggest downloading a copy of the built in unity sprite shader and just editing that.

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Unity doesn't understand the needs of 2d very well at all; nothing unusual about that by now

mild leaf
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anyone used blender? I'm used to Maya but my school license ran out and I can't get fbx, obj, or blend1 files to import into blender

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oh wait, the blend1 version worked

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but what file type do I export it to once I'm done animating it?

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in maya i'd do fbx

sturdy plover
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@hybrid tinsel No, I don't think you can animate polygon collider. These are the only properties you can animate.

rocky idol
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anyone got any tips for making TPS animations that line up with FPS?
it feels like the camera is insanely narrow even at 80 vertical

gleaming sage
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I feel I might have to use a hacky solution for this, but:
Does anyone know how to / whether you can animate post processing FX within HDRP?

In standard videogame style I just wanna increase the chromatic aberration and stuff momentarily via an animation, I've seen people doing it via script but was hoping there might be an integrated solution so I can trigger a clip in a Timeline (can't seem to animate the values directly off of a volume)

Any ideas?

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huh

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judging by some answers in this channel from a while ago it looks like script is da way

gleaming sage
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hm
the volume disables itself upon play

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very confusing
cannot re-enable it via script or editor either

ruby pumice
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So I am making animation that looks like this and i stumbled upon an issue. I want to press D to walk right, L left, then C to crouch, and at the same time C+D to crouch walk right and then I will keep adding them I have around 12-15 animations i still have to add.

The problem at the moment is that when I do press c+d the crouch animation and one of the other starts jumping from one to another in quick succession. How do I fix this? I cant think of any solution.

hybrid tinsel
gleaming sage
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ah sweet...
thanks for saving me some head-banging-onto-desk trouble :)
I had written a test script but as my ramblings above suggested, it animates the value but the entire volume is forcefully disabled

With the method you've mentioned, I assume that means there is some value that dictates the influence of a volume over da scene?
Or would you have to have multiple box volumes over the same cam and then enable and disable them

hybrid tinsel
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You can set the weight of a volume

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So you'd have two volumes and adjust their weights

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(The actual issue is that postprocessing settings are stored in an asset, so editing them at runtime can be a problem that the devs never imagined they'd need to deal with. There are a LOT of complaints on the forums about this, for the past several years since the new PP system was pushed out)

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I've heard that there ARE ways to adjust dynamically, but I've not tested them; I have tested the multiple volumes trick.

ruby pumice
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Long story short I want to make an animation using 2 keys, one of them already taken for walking right, its switching between those 2 at the moment at very rapid rate. What would be the solution?

agile prairie
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my animation disappears when switching from generic to humanoid, any tips?

hybrid tinsel
agile prairie
hybrid tinsel
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Does it give any errors? When you look at it in the avatar editor is everything correct? Does it use only rotation keyframes, no translation or scale or constraints?

ruby pumice
# hybrid tinsel Can you rephrase that?

Yes. So I want to make a player that crouch-walks by clicking C+A for left and C+D for right. And whenever I want to walk left I want to use A, whenever I want to walk right I want to use D. Now my problem is whenever I do C+A or C+D (left crouch walk, right crouch walk) it does an animation of both at the same time at very rapid rate (its switching from one to another). Hope this is better.

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Just didnt want to be too long since noone wants to read longer messages

agile solstice
ruby pumice
glossy glen
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Hey guys, can someone help me understand why the Root Bone's local position numbers go all over the place during runtime with rootmotion on?
The position (translation) curves are smooth and nice as is the actual movement of the GameObject that the animator is attached to but the local position numbers on the root bone look completely random every frame and out of place. What am I missing?

The reason it's a problem is that I'd like to disable root motion and let the rigidbody take over for certain animations.

hybrid tinsel
hybrid tinsel
peak jasper
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Hello, i was wondering why sometimes the animation rigging package doesn't follow an object or doesn't seem to notice it update through a parent object

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i am adding an extra empty object on the target for the camera that is 2 meters forward which the head should look at

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but it doesn't seem to update always, it looks like it doesn't notice it updated through a parent object

hybrid tinsel
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But it does update when it is not parented?

peak jasper
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yeah then it seems to do

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but id like to keep it parented if possible

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it also looks like they only calculate the offset at the start and then just use that because when i unparent during the testing it looks like it thinks it is still part of the characters hierarchy

worldly thicket
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I am working on a 2d walk animation and i don't know how to link the animation to the script to detect when i move

hybrid tinsel
hybrid tinsel
agile prairie
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like the animation works but is rotated wrong and stuff

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i have absolutely no idea where im going wrong lol

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it could be the actual file or me doing something wrong in unity and my brain is going to explode xd

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alright so the animation works, but it resets to like a different position then where i have the character

agile prairie
hybrid tinsel
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@agile prairie do you have keyframes on the root transform of the animation?

worldly thicket
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😏

gleaming sage
# agile prairie

Only thing I can think of is:
If you try enabling that "Apply Root Motion" checkbox on the animator, I think it might stop the character defaulting / teleporting to that position

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if not, as pinballkitty said, you probably have a keyframe on your character's position

agile prairie
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sorry im on like week 2 of learning this lmao, its an uphill battle

hybrid tinsel
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I mean in the animation file.

agile prairie
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or when exporting it out of blender

hybrid tinsel
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In blender when preparing the animation is where you'd choose to have keyframes there, but in unity you can choose whether to use root motion or not

agile prairie
hybrid tinsel
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Yes.

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Your animator had root motion disabled though, iirc

wintry crow
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hi guys hope you are doing well i have a question regarding animation of some sort

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so i made a button in photoshop and animated it using timeline tab

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and im not quit sure how to export it for unity

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this is the start button of a game

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regarding the fact that its a button can someone help me with the exporting of this

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thank you

rigid salmon
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My character was initially generically rigged and the animations from mixamo worked fine on it, but then I changed it to the humanoid rig and applied the purchase animation to it so It is jumping very weirdly, and also when it crouch his hands are not properly aligned. Can anybody kindly guide what could be the issue?

glossy glen
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Hey guys how do I add an AnimationUtility?

twin musk
#

Hello I'm unable to drag-n-drop sprite images into the animation timeline. I've already created an animation file and opened it into the Unity editor. When my cursor gets over the timeline, it indicates "blocked"

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As you can see, even "Add Property" is locked

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I tried dragging and dropping anything, nothing happens

agile solstice
#

Usually you animate gameobjects, not clips themselves, but I never tried doing it that way

twin musk
#

@agile solstice As you're saying, it seems to work if I select something at the scene hierarchy, but I'd like to work on animations on script-instantiated (C#) GameObjects.

agile solstice
#

as long as the property paths match, it should work
Only the creation workflow requires an object

hybrid tinsel
#

@wintry crow you'd need to export the animation as a sprite sheet, and then in unity change the button's type to animation

olive plover
#

Hello. Do you guys recommend doing animations in Blender or Unity for a beginner?

ruby pumice
#

I have a small problem with animation. When I click I want to play a jump animation. It works if i press on the button but as soon as im holding it down it never stops the animation. Any clues how I could fix this?

agile solstice
hybrid tinsel
#

Eh, I hear that a lot but you can get pretty complex with unity.

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@ruby pumice would need more info on your script and state machine

agile solstice
#

It's all related to complexity, though
I use unity's animator more than blender's, simply because the largest number of animations I need are incredibly simple

hybrid tinsel
#

Of course, 3d animators have it easy now

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I just did my first 3d game and like, wow, what a difference being able to just retarget animations makes

eager solar
#

is this the place I can post my animation for roast?

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I will post it anyways, sorry and thanks

#

Any tips on inproving this are greatly appreciated. These are my walking and punching anims

#

Oh, forgot my walking dude is missing the ponny tail I added a bit later

hybrid tinsel
eager solar
#

The character does actually turns toward the camera for a bit, hoped for some creepy effect

#

but I guess I would need a longer stare for it

#

during idle I guess

ruby pumice
eager solar
ruby pumice
inner sierra
#

can i get some help

#

dm me if you know a fix

#

my death animation stopped working all of a sudden

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i didnt touch the code

#

didnt touch the animator of the enemy objects

jade spear
#

anyone ever tried a product like this to create some animations?

ocean sage
#

is there a tutorial you guys can point me to for attaching a sprite animation to another sprite animation?

#

like for example I have a sprite sheet of dust or sword trails

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and I want it paired with a dash or attack animation

#

preferably hoping I don't have to go into scripts to do it

hybrid tinsel
ocean sage
#

when you're not busy can you show me a screenshot of what you mean?

hybrid tinsel
#

I'm not at a computer, but can you explain what the difficulty is?

ocean sage
#

I just started learning Unity today so

#

the difficulty is everything

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outdated tutorials and tutorials that don't exactly match what I have or am wanting to do, etc

#

right now I'm just trying to figure out how to work with some sprites I found and putting it all together

#

the sprites I'm working with is the character Dust Girl from Dustforce

#

I got the sprites into the animator and everything is animating, so now I just want to figure out how to get the dust effects / weapon trails to show up correctly

#

but when you said second object I was thinking "add component"

#

so I thought you meant add another animator component

hybrid tinsel
#

Ah, no.

#

You'd want multiple game objects under a single animator

ocean sage
#

so when you say Game Objects I'm thinking "Hierarchy" window
but I'm not sure where the animator is in the Hierarchy window

#

because that's just a component to me from the tutorials I've watched

hybrid tinsel
#

Um, ok, might need to start from basics. Gimme a sec 😄

ocean sage
#

lmao , thanks!

#

just started today and it's hard to navigate my way around tutorials that work for me

hybrid tinsel
#

Have you read the manual section on animation by any chance?

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It isn't great but it covers the basics.

ocean sage
#

I mostly just jumped into the Brackeys videos

hybrid tinsel
#

Ok, so ignore Brackeys, everything in it was bad when it came out and is now bad AND obsolete.

ocean sage
#

rip

hybrid tinsel
#

We get more people messed up by following his tutorials than anything in here

ocean sage
#

😔

hybrid tinsel
#

So the animator component goes on a game object. The animation controller is an asset that holds all the animation clips for an object. (You can create one directly from the animation window when you have an object selected.)

#

Animation clips are the individual animations.

ocean sage
#

by animation controller you mean this?

hybrid tinsel
#

Thosec are the clips.

ocean sage
#

if you're busy, no worries btw
I'm just searching around on google

#

I'm not really in any rush

hybrid tinsel
#

So any child objects of the object with the animatir will use the parent animator unless you put an animator component on them.

#

So you can have multiple children controlled by the same clip.

ocean sage
#

ah

golden kraken
#

Hi

#

I came in for a question, is that I am making a sonic engine and the issue is that I already have the model, but I don't know how to make its animations, why does it come out that it is not rigged, could someone help me?

twin musk
#

I have 2 blend trees one for the base layer and one for the upper body. both are identical but when I run he does this weird wobble unless I jump then he runs normally

dire tangle
golden kraken
#

You mean the format?

dire tangle
#

or did you find it online

golden kraken
dire tangle
#

from where

#

and what file format is it

golden kraken
dire tangle
#

show me it in unity's file explorer thing

golden kraken
#

you mean the scene?

dire tangle
#

no

#

under the scene

golden kraken
#

aaaa

#

Ok wait

dire tangle
#

okk

golden kraken
dire tangle
#

wait sonic or an engine

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OHHH

#

wait

#

open up "Hips"

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that's the bone structure

golden kraken
#

Ok

dire tangle
#

you can animate it from there

golden kraken
#

I am going to try

dire tangle
#

k

golden kraken
#

The truth is that it is difficult for me to find a model that works for unity, I really don't know how to do it

dire tangle
#

each of those things are bones

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"BrowA_C"

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"Ear_L"

#

you can move those

golden kraken
#

Yes, but it never moves

dire tangle
#

rotating it does nothing?

golden kraken
#

yes

dim pawn
#

Hey! This might seems lightly offtopic but does anybody here know the name of the video effect where the update frame is deleted and the pixels are forced to update later as motion occurs in the frame?

dim pawn
#

oops sorry I thought I posted an update - I was looking for the term datamoshing. thanks!!

agile prairie
#

how could I play two animations at once, one effecting lower body and one effecting upper?

#

like I want my swing animation to only effect the upper body, but when i do it, it clips through the floor

#

(the lower half of the body clips through)

inner sierra
#

can someone help

#

my Destroy function wont work in my animation's script

#

it's under onstateenter

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Destroy(animator.gameObject);

inner sierra
#

nvm fixed it

#

thanks for nothing

hybrid tinsel
# inner sierra thanks for nothing

No need to be rude. It is the middle of the night for most of the peeps here, and you didn't really give enough information to pinpoint an answer.

inner sierra
#

i was partially joking

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sorry if my sense of humor sucks

#

ya bish

#

jk

#

plz dont ban me

twin musk
#

Is it possible for my player to use animations from two different asset packs if they’re both humanoid?

uncut salmon
#

@inner sierra Don't be annoying

#

Yes, you can use animations from anywhere provided they're targetted to your object correctly.

twin musk
#

Thank you! What about the controllers and rigs though?

uncut salmon
#

Everything is generic, so you can use it with other things. But whether or not it's a smooth transition, depends on the setup of the original compared to yours.

twin musk
#

How do I change how fast the animation plays?

open bay
#

with bone rigs I can't seem to get the sprite to reuse the animation when I start creating a different animation

fallen ocean
#

is there any website which i can download animations from other then mixamo?

teal musk
#

hello - I have an animation created in Blender that uses a curve path to guide an opening/closing garage door. How would I get an animation like that, built around a Blender modifier, into Unity? Is there a way to somehow rasterize that mesh deformation data for Unity to read? thanks

mystic wasp
#

Hi there!, im in a 2D proyect and im wondering if this is possible, i mean create sprites like in the picture and make it work like animation, thanks.

sick socket
#

Hi! I need some help. This character has to walk following a path, which works perfectly when I play the timeline outside of playmode (screenshot1). But when I click play and the timeline initiates, when it gets to that moment the character follows the path with a weird offset (screenshot 2), it starts further away from the camera. I don't know why this happens, only in playmode. All the other animations that I made using the same method (creating an empty object ("Controller") that has the movement animation and its child, the character/mesh, has the looped walking animation) work good.

sweet lotus
#

how do i make a sprite be animated
like, a sprite sheet

clear current
#

is that 2d or 3d

sweet lotus
#

2d

#

i dont think 3d sprite sheets exist

uncut salmon
#

Sprites are 2D. Unity has a whole 2D learn series. Look it up.

#

It'll cover multiple sprites from a sheet.

clear current
#

well paper mario is 3d but in a 2d way, ok you need to chop up your sprite sheet, then what i do i create a new game object add a sprite renderer to it and asign a pic. then i go to window anitation. i would create 4 states idel up, idle down, idle left, idle up and add 1 sprite that faces the correct direction

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then i would create moving up, moving left, moving right, moving down, and would add each sprite to the time line... so i add the first at 0, 2 at 5, 3rd at 10, 4th at 15 and 5(first one agin) at 20

#

somthing like this

#

then on blend tree create 2 new states idle and walking like so

#

then create a bool is moving, and add the transtion to is moving = true and ismoving = false, to toggle the two states

#

then is code

#

grab the animation in start

#

playerAnimator = GetComponent<Animator>();

#

then call it when you want to move

#

playerAnimator.SetBool("isMoving", false);

#

hope that helps

sweet lotus
sweet lotus
novel mist
#

have you made an animation for the background?

sweet lotus
#

yes

#

gimme a sec imma find it

#

i even have the file

#

is there something wrong with these settings?

#

i want the sprite to loop forever

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
twin musk
tough garnet
#

Hi I was wondering how u should set up my rig for my low poly fps arms the fingers are made up of 3 different cubes but when I rig them up like how I would normally do they deform i have looked everywhere couldn't find answer andy help would be appreciated 😁

open bay
#

oh wait I just found a way to do it

hybrid tinsel
#

Guessing you didn't have the right object selected?

open bay
#

nah something was wrong but idk why

#

it just started working again

hybrid tinsel
#

No collider, character controller, or rigidbody at all?

sick socket
#

nope, but don't worry, I just remade it and applied scene offsets to it, now it works

fallen ocean
#

hello

#

can anyone tell me an alternative to mixamo and unity assests for animations

#

i tried opening both and they load forever and i need to add an animation for my character

mystic wasp
quiet hedge
#

Is there any way to use template/apply a filter to curves in the animator, I'm looking to apply a spring curve over the top of the simple animation curve I have. Doing this manually required more skill than I have

agile solstice
#

Why couldn't you do it manually?

#

you can double click on the line to make a grey and just drag it to a position that matches the curve in your photo

quiet hedge
#

Mostly time and I'm not trying to apply it to a straight line so it gets more complex to resolve in my head

agile solstice
#

That does make it more complex, for sure

quiet hedge
#

It's mostly trying to not trigger uncanny valley of animating a physics based action, so jumping has spring compression at either end and looks weird if not done right

hybrid tinsel
#

@quiet hedge you could write a script to do it.

quiet hedge
#

Yeah I'm moving to alternative more programmatic ways to animate, but it's still would be more preferable to be able to use the animator

hybrid tinsel
#

The two aren't mutually exclusive.

#

You can have a script that edits an animation curve

rough quartz
#

hey guys how to constraint a bone into an random object of choosing?

#

do I need to use the multi parent contraint?

#

I am a bit confused?

#

I want to change the parent in runtime

hybrid tinsel
strong kestrel
#

Hey, can I set conditions through Animation States or transitions?

agile solstice
#

But if that's not what you want, then you'll probably want to call a script method using an animation event which sets a condition to your desired value

strong kestrel
#

hm, ok. I sorta helped myself but I'm unsure wether this setup is a good idea. I wanted a "spawn" animation to play on start and then continue with other animations.

#

I wonder, should the yellow transition always be the idle or default state or is this ok?

agile solstice
hybrid tinsel
viral cipher
#

Hello

#

Where did my animation nodes go?

#

They all still function
but are invisible

hybrid tinsel
#

Did you accidentally create an empty layer?

viral cipher
#

i do not have an empty layer

hybrid tinsel
#

If none of those things help, I'd try restarting unity

viral cipher
#

that fixed it

#

thanks!:D

indigo osprey
quiet hedge
#

If I'm using the animator to move the parent object can I get a child object (not referenced in the animation) to move based on the 2d physics hinge.
[I'm attempting to create a body part with inertia, so when the object moves it will be trailing behind, the object is a skinned 2d sprite]

wintry mauve
spiral wyvern
#

hello people

#

anyone can help me with what a think its a simple thing?

#

where is the spped seter of my animation window?

keen olive
wintry mauve
lilac minnow
#

So! Question!
I have an armature that I declared Humaoid in Unity. But it has extra bones that are non humanoid (Ears, tail and god forbid: Toes!).
When making animations in Blender and then importing them into Unity (With the FBX).
Do I really have to duplicate the animations out of the Generic one, THEN declare the Generic armature Humanoid, duplicate those animations out as well, THEN join the Generic Animation clip with the Humanoid Clip in order to get my full animation working correctly in Unity?

spiral wyvern
#

Why the frame rate changer is not showing in animation window?

spiral wyvern
#

dale

#

ty

#

❤️

frank spear
#

Unity 2d

keen olive
#

^any more than 60 frames per second for an animation is not recommended. (Performance)

sweet osprey
#

Guys quick question. What's the best way to make a character "flip" or rotate 360º on a animation and have it not glitch when going back to another animation.

Let's say i have a "idle" with rotation (0,0,0) and a backflip animation.
When he does the backflip i rotate the bone from (0,0,0) to (0,360,0) for example.
But if i finish the backflip and try to return to the idle, the character might quickly try to flip back to (0,0,0).

Currently i only know 2 ways to avoid this issue and i'm unsure if either is optimal. One is to at the end of the animation do a 1frame change back to 0,0,0 while the other is to simply disable the "smoothing transition" from one animation to the other and make it just "pop" into the other animation.

agile solstice
#

Starting the flip at -360° and rotating towards 0° by the end of it may alleviate the problem

#

But if you really want a flip that can be seamlessly interrupted you'll probably need to do all spinning programmatically on the whole mesh including the animator

topaz herald
#

Hello! I hope this is the right channel to ask this quesion- Can anyone help me figure out why my character is floating above the ground but only after I build it to WebGL? It works fine when playing in the editor
his feet are on the ground but when I build to WebGL he is floating above the ground like this ^ https://play.unity.com/mg/other/visual-scripting-character-controller-1

Unity Play

Here is my final project for the intro to visual scripting course

rough quartz
#

hey guys any one know how to explain the multi aim contraint axis?

#

getting a bit dificulty understanding how to set this up

#

I got this at doing random tries but this is not enought to make mu understand wtf is going on

#

is the aim axis the axist that is pointing foward?

agile solstice
haughty delta
#

Can anyone tell me the workflow for how I am supposed to make the pants/shirt/boots/gloves align with the proper body animation? I can pin some of the parts to their bones and that is fine but what about the clothing? Thank you.

hybrid tinsel
#

@indigo osprey have you tried asking the author of the asset you're using?

#

@quiet hedge theoretically yes, but the interaction of 2d physics and 2d bone animation is really badly implemented so it will probably be easier to use a different solution.

#

@haughty delta usually you'd want to make the clothing a skinned mesh that uses the same bones

hybrid tinsel
#

I've tried a few and while there is no one size fits all, animation toolkit is probably my favorite of the free options. There's also the spring bone from unitychan, and also the spring bone 2d from anima2d.

cloud folio
#

am I stupid or is it not possible to add 2 transitions on 1 animation

silent nacelle
#

Anyone knows how to move the orange state inside a new substate machine without having to redo all the transition again?

#

Copying and pasting didn't get all the transition info withit

#

ohhh, I can just drag it down

#

lel I almost doomed myself recreating the web again lmao

wheat yarrow
#

I make a skeletal player rig, and some parts of it are below others, would it be possible to change this order in animation? make the part that is below everything above all in the animation

#

(2d animation)

turbid halo
trim hatch
#

seems like it got rotated somehow

agile solstice
#

Otherwise you have two overlapping animations and whatever values they impose on object position, rotation and size will be averaged

turbid halo
#

and how would I fix this?

agile solstice
turbid halo
#

now it only shows half of the animation time though

agile solstice
#

That's how your transition is set up 🤔

turbid halo
#

I just want it to show the animation correctly

agile solstice
#

You may want to put it to the very end of the clip

#

Usually I put them in the beginning but I guess doing it this way is not wrong

turbid halo
#

still doesn't work

agile solstice
turbid halo
#

did you watch the video I sent? And I didn't get up anything that would help with my specific problem from the video you sent

turbid halo
#

well if anyone knows what the problem might be just ping me

carmine ruin
#

i need help with walk cycles

#

how do u do them for 2d sprites

agile solstice
gentle plover
#

Hello guys, my animations are twitchy when transitioning/blending. Any potential fix?, Thank you

agile solstice
#

Which could be avoided if walking and running were on different animation layers, and effectively active at the same time

#

Maybe they could also share the same blend tree, with running being at 0.5 and walking at 0.25, for instance
Though I never tried that one myself

gentle plover
agile solstice
signal saffron
crimson cave
hybrid tinsel
#

@cloud folio you might be running into a bug. A bunch of peeps solved that issue by upgrading to the next version.

#

@uneven pollen have the intractable area be a invisible button on top of the animatint object?

#

@wheat yarrow you can animate the order in the sprite renderer, yes.

#

@gentle plover are the animations themselves very out of phase/sync?

#

Generally you want the motions in a blend to match up well timing wise

#

@twin musk which slider? The slider in the blend tree won't affect the parameter.

#

What are you trying to DO? The parameter is meant to be script controlled; the slider is basically for testing/feedback purposes.

cloud folio
hybrid tinsel
#

We recently had a lot of people suddenly having that problem so it definitely does seem to be a bug though I don't think anyone has pinpointed the exact cause

hybrid tinsel
#

A classic trick, but sometimes the classics are the best 😄

tribal crypt
#

I'm animating 2D objects and I'm wondering if anyone knows how to display the curves in the viewport

#

It's extremely difficult to work with individual X and Y curves in the animation window, I want to display and edit the bezier curve of the path of the object directly

little sluice
#

Hi I'm using some Mixamo animations with animation rigging. I'm making it so that the character's head will turn towards the target while the animation is playing, but even though only the head is supposed to be affected, the entire torso and hips get manipulated as well. I'm using a Multi Aim Constraint btw

agile solstice
wise ravine
#

Hiya, trying to figure out some standards for a games base rig going forward. The game has the potential for a lot of different humans but from what I understand if you need extra bones generic might be a better choice. My question is, is it possible to make rigs based on the said base rig but add additional bones to it after the fact (for instance a rig with ponytail and/or skirt bones) as long as they don't mess with the base underlaying skeleton

#

I apologize if my question isn't clear. Its kind of a big topic I know

#

Do all the extra bones need to be on the base rig?

tame wyvern
#

Hey, so idk if this goes here because it's more about Unity in general, but I have to take this Unity class to complete my software dev degree, and the assignment I'm working on involves replacing the player character sprite in a template project with another one and replacing all according animations. I've been able to replace the sprite and I THINK I replaced everything in the Animator with the new animations, linking them up in the same way, but whenever the player idles it keeps switching back and forth between the idle and run animations. I also have to use Bolt for this course, which I kind of hate. If I was using C# I'd be probably able to debug.log my way out of it, but with Bolt I cannot find where the problem is. Anyone have any ideas on where to look?

hollow nimbus
#

If you want to use your rigger character in Unity. Do you export it with these bones? Because when I import my character in Unity and apply the Unity rig I still see the 3dsMax rig visible (I also can't delete the rig elements from 3dsmax in Unity). Does anyone know the correct way of doing this? 😓

near finch
#

I'd love to know why this is happening. I'm trying to set up this door I purchased from the Unity Store but I needed to stretch it out a bit to fit my walls and it made the door completely distorted after. (Might be wrong area to ask?)

trim hatch
#

Scaling affects the door probably

#

If the parent z axis is scaled up

rigid salmon
#

I am using IK hand rigging for the player aiming with the gun but while crouching and rolling there is a problem with the gun position how can I dynamically adjust the position of gun according to the animation

fallen mango
#

hey guys not sure if this is the right channel... but i am very new to coding and unity and ive been making decent progress... i decided to put my own player model in instead of a capsule like the tutorial was using.. but now the script refuses to rotate the player model with the camera, is there something im missing?? and if it helps i followed along with one of daves videos on youtube

hybrid tinsel
fallen mango
#

so for somereason when i put the oreintation empty object as the parent to the entire player objects it does indeed rotate the model, but it then the camera also can move the player

lament finch
#

first time putting animations; mesh im animating is very disproportioned (animations in play look like this too), how can i fix? google doesnt show me relevant information

rough widget
#

is there a way to animation transform position without teleporting the character?

#

my thing keep getting set back to 0,0

tame cove
#

when making animation clips, is it better to adjust sample speed or keyframe location?

agile solstice
#

Keyframed positions are always relative to parent object, or scene if there is none

agile solstice
hybrid tinsel
hybrid tinsel
hybrid tinsel
lament finch
rancid nacelle
#

Looking for ideas here. I'm trying to achieve a sort of acceleration effect with my character. It can't just go from standing still to a full on sprint. The legs have to start moving slowly, and gradually speed up.

I've already achieved this in the motion of the actual GameObject. Now I'm trying to synchronize the walk and run animations. So that the walk animation plays slowly and then speeds up gradually as the character accelerates. Same for the run.

First off...root motion is out of the question. The animations don't have any motion curves anway, but root motion just isn't going to work for this game.

The character's controller controls its acceleration by a curSpeed variable. I thought to just use this to control the speed of the animations, and transition between walk and run using a bool (if a certain key is pressed). However, not only can curSpeed be higher than I would ever want the animation playback speed to be, but different versions of the character will have different max speeds. Thoughts?

rancid nacelle
#

I can... Right now I haven't committed to using one or not.

rigid salmon
#

I want to put a weapon into the character's hands at first it was done with the IK rig but that make a problem with animations so I have put the idle animation layer instead but the problem is how will I put the gun into the hands so that it will not disposition even while a different type of animations are running.

vivid barn
#

I want my game to have an in-game cutscene involving a character interacting with the world (IE getting out of a chair and then picking something up off of a table next to the chair). How would I accomplish this? First thought was blender but how would I make sure that its animated correctly so that the character doesn't walk through the table or anything like that? Should I export the scene and animate it in that and then just export or is there a better way to animate things for an in-game cutscene?

rancid nacelle
vivid barn
rancid nacelle
# vivid barn If this explains it any better, I want the player to enter a trigger zone that t...

A cutscene would be pre-recorded, and you just play it back for the player. In that case, all of the animation (and recording) would be done in Blender (or in Unity, as you can animate in Unity as well).

The only time worrying about the character walking through tables comes into play is if you take over control of the character, and have them do things directly in the game scene, and have the camera move about to track the events. In this case, you would have to have waypoints for the character to navigate to, and triggers so it knows when to perform certain animations, like sitting.

Which option you go with is up to you.

versed igloo
#

why does my animated model that I freshly imported from blender have different default pose from blender?

#

this is how it looks as I export from blender

#

this is how it looks in unity

#

I think this is messing up retargetting as well

lament finch
lament finch
#

i dont know how i could fix this issue

versed igloo
lament finch
#

Large disproportioned model issue

arctic dome
#

Need help with setting up foot ik with animation rigging. Has anyone done footik without adjusting the animation curves? Im trying to calculate distance from tip to ground and adjust weight numbers to let leg align only when close to the ground. The problem that i don't know how to copy tip animation path from animation to world space and keep track
Has anyone done anything like this?

static prism
#

guys when i start recording animation , why the player bend its knee and hand , like this , how can i solve it

fallen arch
#

It is the default animation position unity do with humanoid characters

#

I use VRchat a lot and it something to keep in mind for when you make animations with the locomotion layer

fallen arch
#

Imagine as the default T-pose, but bicycle pose instead

fallen arch
#

i have a question of my own. Is there a way i can dynamically change the transition in between 2 animations

#

with a parameter preferably

static prism
static prism
#

set the value of parameter with the reference of animator

fallen arch
static prism
#

for transition you have to set it manually

#

uncheck fixed duration

#

exit time 0

fallen arch
#

But that just changes to the next state instantly

#

Isn’t there a script I can make edits to allow me to change during the game state?

fallen arch
#

Is it possible maybe to make a script for it?

static prism
#

yes

static prism
fallen arch
#

the change of states must not be static(pre determined before i press play)

pure jolt
#

Hey guys i got this weird thing going on with the animator here

#

I have an animator on my camera for camera animations but somehow when its enabled it overwrites the script written animations on the child object?

#

I have it so the camera is default in a camera idle animation which has nothing in it so i dont see how the child object is getting messed with

#

Also in the video you can see that only the position movement gets stopped, but the rotation animations are still working even though theyre both in the same script making it more confusing

#

If anyone knows what the issue is and/or how to fix it that will be much appreciated 🙏

main portal
#

Hello Guys. I have two Leafs, and i animated the right one, to wiggle and fly away.
Now i want to add this behaviour to the left one also. How can i do this, without writing the whole animation again?
I thought root motion will do this.. but it doesnt

twin musk
#

Okay I'm getting this weird bug idk
each state can only have 2 transitions I cant move them around any more and the inspector shows up blank for each one I've saved reloaded started a new project and same thing keeps happening any guesses?

noble sigil
#

hello and good day i want ask about this, i do a game for get coins the coins are the monster but i want use another monster for level 2 and animator says this

rustic widget
#

How do I make it so an Animation will start once a buttom is clicked, and will continue to play until finished once the button is let go.

#

I have a jump animation, and when you click space it plays

#

But when you let go It stops playing

kind grove
#

Dude I’ve been trying to figure out animations in unity animator all day

#

I have the same problem but with attack animations lol

tired basin
# rustic widget How do I make it so an Animation will start once a buttom is clicked, and will c...

Do you want it to loop as long as the button is held, or just play once and go back to the original state regardless of whether the button is held or not?
If you want it to loop as long as the button is held, then play to the end before going back when the button is released:

  • Make the parameter that causes the transition to your animation a bool
  • use Animator.SetBool() to set the parameter and start your animation playing when the button is pressed. Call it again when the button is released to set the bool to false
  • Check the Has Exit Time box on your jump animation state, and set the exit time to the very end of the animation (1.0)

If you want it to just play once (no looping):

  • Make the parameter that causes the transition to your animation a trigger (not a bool).
  • use Animator.SetTrigger() to set the parameter and start your animation playing
  • Check the Has Exit Time box on your jump animation state, and set the exit time to the very end of the animation (1.0)
rapid rivet
#

I'm having an issue with animating an Image. The Animation timeline previews it correctly but when I run the game or click the play button in the timeline, the game object itself does not animate.

#

The animation clip itself is set to Legacy. This should work but for some reason it does not.

#

If I animate any other property, they animate correctly. Only the sprite property does not animate

hybrid tinsel
#

You're generally meant to use Generic type for that.

static prism
fallen arch
#

Actually. Speed of animation transition in between 2 states

#

Otherwise would just be multiplier with the parameter box checked

static prism
#

if you stretch animation it will become slow , if you shorten then it become fast

fallen arch
#

But can I set that dynamically?
If my variable animation_length is 0.5 it plays 1/2 the original speed but if it is 1, plays full speed?

static prism
twin musk
twin musk
#

Any tips on how to make smooth animations like doors, draws and other things?

#

Just new to animation so i thought this would be the right place to ask

twin musk
#

use blender

agile solstice
twin musk
#

is there anything else thats better?

twin musk
twin musk
small cave
#

Having trouble getting thumb animations to transfer from Blender to Unity when using the Humanoid Avatar. The configuration panel shows all green, and the rig matches the humanoid bone slots. Any ideas? All the other bones seem to animate correctly, just not the thumbs

small cave
#

Kept trying things and it seems to be working now. Not sure what I changed

small cave
#

Still off, just more subtly now

small cave
#

I'm new, but I would consider using code to check for a lack of input and then using m_Animator.Play("SpecialAnimationStateName")

#

This avoids the ever-growing spiderweb of arrows in the animator controller

pliant yew
#

when someone gets a chance i need help with animator, i have 4 skins, the first 2 are fine but the other 2 are giving me Animator is not playing an AnimatorController" UnityEngine.Animator:SetTrigger(String) and i cant understand why, they also share the same animation and the tansitions are slower on the las 2 for an unknown reason

hybrid tinsel
#

@fallen arch you can set the transition duration to be a percentage of the animation clip length

#

Add an idle state and transition to that when not moving.

hybrid tinsel
fallen arch
hybrid tinsel
#

Right. I believe you can create transitions via code if you really need that much control.

#

You could also have multiple transitions with different settings and choose which one to use

cyan badger
#

how do i put some sort of a cooldown between the animations so one animation has to complete before the other can be started?

hybrid tinsel
cyan badger
hardy sky
cyan badger
#

like this?

#

do i then remove idle?

#

uh okay

#

this isnt what i meant

#

this completes the animation by itself

#

I dont think a transtition works since i want to do it on input

#

unless im just not getting it

jagged ruin
#

..is additive animation layers working correctly with custom bones and a direct-blend-tree as control on 'humanoid' rigs? -- i'm using 2020.3.24f1 -- i'm using a float controller, it just seems to 'snap on' to the desired pose at any value above 0... not what i'm expecting -- a transition i realise this is a very specific question 🙂

fallen arch
spare kite
#

can you make peices of a characters parts in pixel art. then animate the peices together in Unity?

uncut salmon
#

You can layer multiple spritesheets, sure. Just use multiple GameObjects, each with their own sprite renderer component.

spare kite
#

when i click on "Create Bones" in Sprite Skin only the head of the character pops up

idle forum
#

first time using the animator, and I'm trying to figure out one thing. I've got transitional animations here, but I don't want the MainMenu[0]In animation to play until the bool flips.

#

as of right now the animation moves from the Idle state immediately, but I want it to pause until the bool value changes

#

is that possible?

agile solstice
idle forum
#

oh hold on I'm an idiot

#

I should just connect it the other way around

#

the bool value starts off true, and the MainMenu[0]Out animation requires the bool to be false

#

while MainMenu[0]In requires it to be true

novel skiff
#

Is it possible to move my animator inside my Player GameObject without ruining my Animations? For Hierarchy organizing reasons.

#

The image with the missing!s happens whenever i create a new animator at Player and delete the PlayerPSB

queen plank
#

you can do it the other way round, so move the Player, Player Combat, Rigidbody and Box Collider to the PlayerPSB, and then get rid of the Player object

novel skiff
#

I dont really want to put everything on Player PSB :/
I think of the PSB as the sprite (which it is)

#

it seems to work

queen plank
#

oh ok

pliant yew
#

when someone gets a chance i need help with animator, i have 4 skins, the first 2 are fine but the other 2 are giving me Animator is not playing an AnimatorController" UnityEngine.Animator:SetTrigger(String) and i cant understand why, they also share the same animation and the tansitions are slower on the las 2 for an unknown reason

digital grove
#

Hello, I have a problem where my enemy's collider doesnt follow the animation. The animation is downloaded from Mixamo

agile solstice
#

It'd be best to use capsule and box colliders attached to the bones instead

digital grove
#

Okay, thanks!

#

Guess Ill get different hitboxes for different animations and damages too so better in every way

agile solstice
digital grove
#

Yeah its working really well for now, thank you 🙂

bitter sinew
#

can u make player running animation with all in one sprite? how?

agile solstice
tawny holly
bitter sinew
agile solstice
bitter sinew
#

lok

bitter sinew
#

since i tried 2020 unity with 2022 it doesnt work

agile solstice
agile solstice
# bitter sinew

If you're trying to drag the sprites from the sprite editor, that doesn't work
You should look up a tutorial of the correct way to do it which is though the project window

agile solstice
tawny holly
#

wow okay

runic crown
#

Is there a way to make it so that transitions have conditions that if either true will make it transition? For example I want it to go from one state to another if this bool is true OR this other bool is true. I don't want the condition to be if both bools are true

agile solstice
agile solstice
#

But in the end all conditions in the transition must be true for it to fire

runic crown
#

ty!

tawny holly
#

figured it out actually

pliant yew
#

when someone gets a chance i need help with animator, i have 4 skins, the first 2 are fine but the other 2 are giving me Animator is not playing an AnimatorController" UnityEngine.Animator:SetTrigger(String) and i cant understand why, they also share the same animation and the tansitions are slower on the las 2 for an unknown reason

brisk shadow
#
  • How can i extend animation duration to past the last keyframe? I.e empty time with no keyframes in it
hexed vector
#

this thing is animated and i want it to have an animated mesh collider that follows with it, how do?

celest crag
#

Animating mesh collider is very costly, usually there are a bunch of primitive shapes attached to the model instead.

hexed vector
celest crag
#

In Unity.

hexed vector
#

oh shit, i have to go through and add primitive colliders to every bone dont i?

celest crag
#

depends, don't have to be every bone

hexed vector
#

how do i change this clipping distance?

celest crag
#

reset camera to the target with double click or f when mouse over the scene

#

it resets clipping plane as well

sharp fable
#

can any one help me ?

clear fern
#

Why don't I have an option to change the position of an image in animation?

hybrid tinsel
hybrid tinsel
hybrid tinsel
brisk shadow
hybrid tinsel
#

Why?

sharp fable
brisk shadow
# hybrid tinsel Why?
  • To put a delay after the last keyframe instead of instantly swapping back to the 1st one
hybrid tinsel
hybrid tinsel
brisk shadow
hybrid tinsel
#

So?

brisk shadow
#
  • And keyframe is for changing anything. So you are telling me to duplicate the first keyframe and put it at the end?
hybrid tinsel
#

Or the last one

#

I mean, you could add a curve to some other random property and keyframe that.

brisk shadow
#
  • Okay, i see. Strange that there's no way to expand the timeline independently from keyframes. Whatever. Thanks
hybrid tinsel
#

Unity's animation format is incredibly basic. I am not sure if it even has a duration outside of the component curves.

#

It might, but there's no exposed way to change that for animations made in editor.

tawny holly
hybrid tinsel
#

Looks like an improperly set up avatar for the crouch animation

tawny holly
#

thanks

tawny holly
clear fern
hybrid tinsel
#

Yes. You change the anchor position or the corners.

severe sage
#

can somone help me with a 2d animation

gentle wind
#

I'm experiencing an issue with my custom Generic animations in build;
In editor they run great, no issue. Though when I build, I'm seeing for example a belt moving with each leg (split) instead of following the pivot.
What could this mean and how would I fix it ?

vernal basin
#

Does an Animation Event gets called when the layer weight is zero?

hearty oar
#

Hello guys, I have a problem with animations.
I have first person hands where I have 2 different animations (Idle and Grabbing). I use IK so its easier to animate in Unity Animation tab. I have one problem, whenever I use the grabbing animation, the IK changes the finger positions on Idle animation.
The result is ugly looking idle animation after I do the "grabbing" once.
Is there a way to disable the IK changes during runtime? Or any other advices for fixing this?

hybrid tinsel
hybrid tinsel
tawny holly
#

is there any way to copy and paste an animation controller?

hybrid tinsel
ocean vector
#

Does anyone have any good resources on procedurally animated pixel art sprites? I’ve been looking everywhere but I can’t find anything on specifically pixel art

#

Or is that something I would have to animate by hand

agile solstice
ocean vector
#

Yea hold on

#

I’m not sure if it’s possible

#

@agile solstice

agile solstice
# ocean vector I’m not sure if it’s possible

Sure is
I don't have any resources at hand but you could research three different techniques which are used to make this happen
First two overlapping ones are IK and procedural animation
Unity does IK with Animation Rigging package and there's plenty of tutorials for different types of procedural animation
The last part is rendering the character or the whole scene with a low resolution so it becomes "pixel art"

#

The limbs could be made in 3D, with sprites or with line renderers just as well

ocean vector
#

Thank you so much! I did try rigging my sprite earlier but it uh kinda broke and when I moved the arm it looked like jello lol, I’ll look into this thanks for the reply

agile solstice
#

a 2D rigged/skinned character does work as well if the render texture is upscaled to pixelate it in the end

#

Though I don't recommend doing it directly to pixel art

ocean vector
#

👍

agile solstice
#

The bones do the procedural animation and the renderer does the pixelation, what the limbs are fleshed out of is less important

ocean vector
#

Alright thanks so much

tawny holly
little path
#

I need a way to start an animation at an arbitrary frame, play it backwards, or frame advance it (it's for replays and rollback netcode).

Is there a better way to do that than get the length of an animation in frames, divide the frame of the animation you want by that number, then set the animation's normalized time to that? Or is that the best way to pick a specific numbered frame from an animation?

gentle wind
hybrid tinsel
#

@little path unity has no concept of animation frames, only time. So yhat would be the way.

tawdry lava
#

Hey guys, really quick question regarding humanoids using props like weapons. In my animation software I have my prop as a child to the right hand. This prop slides up/down the hand as the animation plays.

#

When I import into Unity, It seems that the data controlling the axe within the hand of the human is lost and its just stuck in place relative to the hand

#

You can see here, the axe object should be further out. Whats the approach to fixing this?

#

So in the animation software the axe object has state and keyframes, in unity it doesn't apply the frames to the axe

tawdry lava
#

Oh my, so for anyone that's going to face this problem in the future, If you want the bones included in the animation, go to animation import settings => masks => and enable the weapons bones

hybrid tinsel
#

That was beautiful. You gave a well articulated question, solved it, and posted the answer instead of leaving us hanging. UnityChanThumbsUp

indigo swallow
#

When animating do you have any tools that help you animate instead of doing every frame

agile solstice
#

The blender window "outliner" can be set to "blender file" which will show everything the file contains and can be used to hard-delete stuff

livid karma
#

hi have some walking animations on my 2d sidescroller and i want to make the idle animation be in the last walked direction?

#

i have this so it always goes back to the idle animation

#

but it faces righ

#

the horizontal float is the arrow keys -1 for left and 1 for right

#

plz ping any response

livid karma
#

my animation wont go past frame 1?

#

the walking float is set to 1 whenever i move

#

plz ping if answer

hybrid root
#

Does anyone know how to bake into pose for a gameobject with an animatior with root motion enabled, the character slowly goes up, and it seems like an easy fix

#

or does the thing have to be modelled in like blender, and not just animated in unity

jagged ruin
hybrid root
#

Nah, that would break the whole animation basically

jagged ruin
#

im talking about specifically the root bone

#

and just that, to eliminate 'root motion' vertical drift...

hybrid root
#

Whats the root bone?

jagged ruin
#

whatever you set it up to be

#

when you were rigging it, creating armature, it'll be the root bone of the character heirarchy...

#

probably called 'root' or... if there's not one, it might be the armature itself... finally it could be the hip bone.

#

You can look under the 'rig' tab on the model.. if it's set to humanoid, and you edit that... when the new avatar-editing window opens.. you can see how its set up

hybrid root
#

Yeah, that would be a great idea, thanks… too bad i animated the root bone like never before.

#

And i kinda didnt have a rig

#

I just animated it all in unity

jagged ruin
#

Yea, so just remove those keyframes for just that channel and that'll fix that specific root motion issue

#

...incase you didnt know, there's a dopesheet in unity... so once you create .anim files from either making animations yourself or duplicating them from an FBX.. you can go through and edit the keyframes...

hybrid root
#

Hm, alright, well technically I could reparent all objects and rename their location in the animator and then animate the new parent inside the highest parent, if that would work? Idk, maybe I shouldnt care too much about this, theres probably a quicker but scuffed solution like moving the character down a bit after every animation lol, im in a game jam and its ending soon

jagged ruin
#

look pal you can get to australia from the uk by digging through the centre of the earth

#

but i wouldnt advise that

hybrid root
#

Haha

jagged ruin
#

i have no idea what your specific use case is.. but, i'm just advising on a way to do what i think you asked... assuming i read your question right 🙂
i have no idea if its the best way for you 😄

hybrid root
#

Yeah, so basically i was animating a boss fight, but the guy kept lifting from the ground

jagged ruin
#

..you could literally highlight the entire Root-Y track.... by dragging left-to-right and just delete the keys.... (i think) and it should delete vertical movement, its that simple

hybrid root
#

Its just that, the vertical movement is the boss jumping, crouching etc

#

Wouldnt that just get removed?

jagged ruin
#

well yea, but then 'bake into pose' would also do that

#

you will certainly have to do actual work, yes.

#

there is no 'i win' button, sorry

#

that's the nature of fucking up.

hybrid root
#

Oh ok, well i am kinda in a rush so ill settle for the easiest scuffed solution, and focus on some more important stuff in the game like actually making it playable

#

Thanks for the help

jagged ruin
#

np.. you can just take the start value for that.... channel

#

it'll give you a number

#

and just paste that.. in the keys... where he has shifted up

#

or if you're really stuck for time, just the end key.. if it's certain to loop -- and it will stay in the same height, i think...

good luck dude!

hybrid root
#

Thanks

jagged ruin
#

..if it transitions out the animation before the loop perfects you may still have drift.. depending on how much vertical movement there is....
no worries

lament finch
hybrid tinsel
#

You probably should just transition directly from idle to movement.

spiral wyvern
#

hello guys

#

anyone can help me with a thing?

#

after the build, my animation is no showing in animator

agile solstice
forest delta
#

Hello, can I ask for help with something?

I have a character pack, but their animations are only in .fbx format. I can't select these animations in animation controller for Unity. Honestly, how do I create an animation clip from a .fbx animation? I really searched a lot but couldn't find an answer.

hybrid tinsel
#

@forest delta if you set up the rig and animations correctly in the importer inspector then the animations should appear in the hierarchy under the fbx file.

slender roost
#

I'm pretty new to animations and put together a blend tree using a mixamo model and some assetstore animations. Anyone know what I should do in this situation?

hybrid tinsel
slender roost
#

is there a way to disable that?

hybrid tinsel
#

If you did create a script with public functions called FootL and FootR, your animation would call them.

#

Um, there probably is.

#

You could also delete the events from the animations.

#

Or just make a script with empty functions, so you could use them later.

slender roost
#

making my own controllers than what came with the pack

#

even after learning from you its not actually an error, my ocd is still driving me crazy with it lol

hybrid tinsel
#

Understandable.

#

You could literally just add the lines ```
public void FootL(){}
public void FootR(){}

to any script on the same object as the animator(or put them in their own script).
#

That will give a receiver for the events and stop the warnings.

slender roost
#

already got'em 😄

#

thanks to your suggestion

#

Anyone know how I can correctly add this sprinting animation to my character? Nothing happens and i'm only able to do my normal walking and sprinting blend tree (movement is done through the animations, that's root animation right?).

#

Even manually setting the sprinting bool to true while in game mode doesn't work, though it somehow was working at one point (manual) before crashing and idk what i did.

hybrid tinsel
proud yacht
#

I am importing deformed animation from blender and its not coming out properly in unity.

#

does anyone have any idea about it

hybrid tinsel
proud yacht
#

I used simple modifier to animate the this book

#

for making the pages curly
hooked these pages to the sipe of the book

hybrid tinsel
#

All right, so you aren't using bones?

proud yacht
#

no

hybrid tinsel
#

Unity doesn't import blender modifiers. Only bones and blendshapes, by default.

proud yacht
#

I am relatively new to game development as well as to blender
So I usually follow the tutorials for my need

hybrid tinsel
#

You'd need to use a pointcache or a vertex animation texture, or convert it to a bone animation.

proud yacht
hybrid tinsel
#

Each method has different benefits, you'll need to look at them and decide what is suitable

agile solstice
proud yacht
#

It was simple deform modifier

agile solstice
#

With that method bone animation would be perfectly acceptable

proud yacht
#

And i read in a free places that it is not speed in unity

#

In fbx format to be specific

proud yacht
agile solstice
#

Doesn't usually matter what modifier it is, modifier animations* are not exportable unless baked out to point cache or vertex animation texture as Pinballkitty said

proud yacht
#

Oh

agile solstice
#

Bone animation with faking the number of pages is by far the easiest way