#🏃┃animation
1 messages · Page 93 of 1
You don't need to bump questions that aren't even off the screen yet.
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
Nah its ok i solved it
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
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
I think you can make loop true on the animation in the editor
yeah
It keeps doing it only once
mh
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
can you show your animator?
mh normally the animation should play forever when the state has no state to transition to and the animation has loop time true.
Ill try this night to make the animator controller again just in case :)
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
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?
Can u give us some footage
Maybe you could try to play both animation simultaneously in two layers as a workaround.
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?
no changes made to the bones
basically the fbx file contains separate animations for both the armetures i had in blender instead of one.
I thought of that but as much as possible I would've liked a one model to animation set up
full fbx content:
here's my blender collection w 2 armetures.
The method I Use is I select the bones only then when exporting I check the selected object then selecting the armature only.
Select the hand armature bones then export it to fbx
so tried it. What i get is still a single mesh for the hands and rifle but 2 separate animations
I feel like just making the gun part of the hand's armeture is the way to go but i'm not sure
This might be the thing! Im downloading the project at home now. Ill try it then if not ill test only with Idle and WalkUp animations
leentween vs animator? i know how to code 😄
how to change the state of an animation?
im fairly new
like I want it to run, and when he collides with the enemy, he goes on attack state
yeah
oops ok
thx
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.
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)
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.
Are you sure you've got the conditions in your animation controller state met?
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.
On Entry -> Walking, sorry
and the animator component is set up properly?
Have you tried checking the animation + mesh in the preview window ?
Yeah it seems to be playing as expected
Any tools you guys recommend for mesh animation in a web browser? Working off a Chromebook, Blender completely breaks in Crostini
Can you see any activity in your Animator in-game? is the blue bar on your walk state looping? is the animation checked as looped btw?
Where is that exactly?
I'd love to find an answer to that as well. something like an fbx viewer but with option to match meshes with pure animation data
But you need to have your character selected in the Hierarchy at the same time
In that case, no I don't see any activity
I can't help anymore then. Sorry
Damn, okay. Appreciate the help though.
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?
Turn off root motion in your animator or delete the position transform in your animation clip?
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.
@glossy glen in the animation inspector you can choose the root bone. If that bone has motion, that is root motion.
the thing is it works even without anything selected there. that's why I'm confused
Worth adding that it's an imported asset
Unity will make a best guess
I'm referring to the expandable "motion/root motion node" field
generic
So it will default to using the top bone of the hierarchy.
I've played with the settings a bit and indeed that seems to be the case. Thanks for your time 🙏
I'm having problems with animation masks
I want to make a set of expressions that can play whenever, regardless of what the character is doing
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?
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...
Unity recommends using an animator, but it should still work unless you're using features that aren't supported by the old component.
I'm just moving the Y axis up and down
It works when played from the editor but it doesn't start when in play mode
You have play automatically set?
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 😢
Please do not crosspost
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
You're most likely using an old version of 2020.3. LTS
Update to 2020.3.33f1 if that's the case
Am using 2020.3.32f
So update it
How do i update please
Download the new editor version from the Hub and open the project with that version
If I download a new version will I have to download new modules for it
For example if I download version 2021.3.1f1 can I use the modules I had in version 2020.3.32f
If you go from .32f1 to .33f1 everything in the project will stay the same
You'll have to pick editor components you need like build supports again during installation
But going from 2020. to 2021. is a big change so do a back-up first
I see I will have to download all the modules once again 😩
Is there no other way to solve this
Nope
My advice is that you only download the specific build support when you actually need to make a build
They can be installed later after all
guys some help
I'm a begginer at pixel art
how can I animate this dude moving?
actually this is a more accuarate drawing:
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
wasn't there a way to makes bones visible in scene view to help create animations within unity
I swear I had that once
how I make one character rigged and exported from mixamo but made in blender execute 2 or more diferents animations
when I set one single animation to the animator controller it works but when I change the state to other animation it doesnt work
This is the Bone Renderer component in Animation Rigging package
Somewhat unintuitively it doesn't come pre-installed
oh yeees, that was it! Thanks
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 🤷♂️
I must have done something wrong, as a previous animation does work..
Starting over fixed it, I think there is an issue with creating the animation from scratch and dragging the elements together manually.
Hello muichiro
how do i turn off looping
Select the animation from your project tab and the option will be in the inspector.
What do you mean?
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
Anyone can help me out in exporting rokoko animation and remapping it on another character in maya ?
me too
Oh wait
I m programer
Is this a 3d or 2d project
Either way I have no idea how to handle skeletal animations
3D
I m trying to make an endless run
but there is not much information about how to make a game like this
like subway surf or gold run
and more if we talk about the animations in this game,
I'm making a 2d one
It's not like I find 3d hard to script but I'm trash at making 3d models
Tryna make a game like soul knight
there are some videos about it but not like the way I want
I think for this is maybe cuz it has a different armature?
Not sure
I mean there are a lot of endless run but there are not much information about making one like subway surf
suposes to have the same
I mean in the tutorials they use one skin and this skin execute every animation from mizamo
Yeah but maybe the settings for them are a bit different since they are exported from different 3d modeling apps
Or idk
Are u sure it isn't just a script problem?
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.
I understand
I have been working on my first game jam and I've had to 'crash course' so much crap the past few days
I was wondering if anyone can help me implement jump animation
Can you be more specific?
this Happens when I jump
How can I make the jump animation look real with the jump
What does your state machine look like?
Yeah, I wouldn't use a blend tree for that
I'd just use discrete states for jumping, falling, and landing
Not sure if this is in the correct channel sort of hard to figure out which one it would be in
Is there a way to mask the back part of the projectile
I want the projectile to move forward and not show the back part
or would i have to just scale it in the end with code
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
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.
Is the only way to have 3 colliders and enable/disable them on the right frame?
yo how does jump animation works exactly ?
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.
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
my animation stopped working all of a sudden
Send the picture of your animation logic
give more information
You need to give us the logic of your animation man
otherwise we cant know
Do you have any statements anywhere in scripts about this?
a SetBool("stop", true/false)
when enemy is triggerenter
the animation wont play when i try to play it manually tho
that shouldn't be
the scene
try looking at the game view
show a video
the sprites are there if u look at the screenshot closely
can i upload videos in chat
if i said show a video then obviously they are...
i dont wanna have to upload a youtube video
then dont?
upload a video to streamable or the file or whatever
you can also just upload a gif
my free screen recorder expired
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
If it matters: it's for VRChat
But This feels more like a Unity question than a VRC related question
Have you tried importing them into unity
how do i disable anim looping?
do you mean exit time?
oh the ONE place i didnt look thanks
i looked in the animator, the transitions, the spritesheet, the gameobject
your right this is a labyrinth
its still loops
nvm turned off exit time
How do I get my Trigger to play over my Bool?
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
Do I need to make another Layer?
That seems to have worked
Thanks guys!
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
hey
I'm trying to make a jumping animation that works with the object position
how can I fix?
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.
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?
You can do either, but Unity's animation tools are very primitive in comparison
Thank you.if I want to create a game with good graphics (face details, horses, etc.) do I have to know how to work in a blender? Are graphics tools in Unity really that complicated?
I'm worried if it's even possible to control both programs at the same time
I can assure you it's quite normal to use them at the same time
Unity isn't an art creation toolkit and the animation tool it has is not fit for any complex work
whats the easiest way to add fxb animations to a 3D third person player controller e.g walk cycles etc
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.....
I believe this is a bug in 2020.3. editor versions 31f1 an 32f1, update to 33f1
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?
"A" while mouse is over the grid
Thankyou!
@terse salmon you have to adjust the root motion offsets so they face the right way.
@sturdy plover you should be able to just animate colliders, though it is generally easier to use multiple primitive colliders than one polygon.
@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.
@cedar kraken if that is a sprite you can just use a mask for the back of the gun.
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;
@sand elm you might need to check with the Spine folks, not sure if they are doing anything that might be overriding it.
Do they frequent any of the channels or how would I go about finding them?
No idea. But they probably have their own support
How do i make these poses animations?
So theyre 0 frame animations
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-LINKS-
XR Input Manager : https://docs.unity3d.com/Manual/xr_input.html
VR Controller Unity Package : https://www.dropbox.com/s/9ajsxoa6u3ps1y8/vr controllers model-fixed.unitypackage?dl=1
Oculus Hands Unity Package ...
Just like this guy here
I don't think there are such things as 0 frame animations
You would export them as 1 frame animations and use them the same way you would other animation clips
And how do i export them
The same way as any animation clip
Is there a way to convert a pose into animation?
A pose is the same as an animation frame
Unless you've applied the pose into geometry, in which case it's no longer a pose per se
yeah but do i need to add transform for every thing i move
Yes.
Normally you have them to start with from the animation/pose armature
I feel like you might've skipped something fundamental in the process
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.
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.
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
Pretty much any premade solution is unlikely to work in 5.x, just because the sprite workflows have changed so much since then.
The easiest method would probably be to just swap the spritesheet textures either in the renderer or the shader.
Well, is the sprite sheets match, you can use the rects from the sprite but use a different sprite sheet texture in the shader
The sprite renderer updates _MainTex but you don't have to use _Maintex, you just need the UVs
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.
Unity doesn't understand the needs of 2d very well at all; nothing unusual about that by now
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
oh wait, the blend1 version worked
but what file type do I export it to once I'm done animating it?
in maya i'd do fbx
@hybrid tinsel No, I don't think you can animate polygon collider. These are the only properties you can animate.
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
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?
huh
judging by some answers in this channel from a while ago it looks like script is da way
hm
the volume disables itself upon play
very confusing
cannot re-enable it via script or editor either
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.
Sorry, the peeps designing the post processing hate you and your kind so you need to create multiple processing profiles and use a script to blend between them
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
You can set the weight of a volume
So you'd have two volumes and adjust their weights
(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)
I've heard that there ARE ways to adjust dynamically, but I've not tested them; I have tested the multiple volumes trick.
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?
my animation disappears when switching from generic to humanoid, any tips?
Can you rephrase that?
Is the animation compatible with a humanoid? Is the avatar configured?
what would declare it as “compatible”? i have 17 bones which i believe are in the right place, and im using that animation to create the avatar
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?
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.
Just didnt want to be too long since noone wants to read longer messages
Blend tree is one solution to that problem since it doesn't reset the animation, but it kinda depends
How do I use blend tree
I will also check the videos but explanation from you would still be appreciated
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.
People read them, but might not have a good response to it. Being rude doesn't get people to want to help either.
The real problem with the question isn't that it is long, but that it is long but doesn't really describe how you are doing things; it doesn't show your code or your animator so it is hard to pinpoint a problem.
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
i am adding an extra empty object on the target for the camera that is 2 meters forward which the head should look at
but it doesn't seem to update always, it looks like it doesn't notice it updated through a parent object
But it does update when it is not parented?
yeah then it seems to do
but id like to keep it parented if possible
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
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
I've honestly not used that package much yet but you might need to do something to make it update each frame
Generally you'd have your script call SetFloat() in the animator to send a float value(like speed) or SetBool() and SetTrigger() to trigger specific actions.
even trying it as generic breaks it, it puts my camera in the floor
like the animation works but is rotated wrong and stuff
i have absolutely no idea where im going wrong lol
it could be the actual file or me doing something wrong in unity and my brain is going to explode xd
alright so the animation works, but it resets to like a different position then where i have the character
@agile prairie do you have keyframes on the root transform of the animation?
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
if not, as pinballkitty said, you probably have a keyframe on your character's position
would this be in blender or unity?
sorry im on like week 2 of learning this lmao, its an uphill battle
I mean in the animation file.
so after i put it in unity and like where the create avatar and such is?
or when exporting it out of blender
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
can root motion be used on generic animations?
hi guys hope you are doing well i have a question regarding animation of some sort
so i made a button in photoshop and animated it using timeline tab
and im not quit sure how to export it for unity
this is the start button of a game
regarding the fact that its a button can someone help me with the exporting of this
thank you
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?
Hey guys how do I add an AnimationUtility?
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"
As you can see, even "Add Property" is locked
I tried dragging and dropping anything, nothing happens
Usually this indicates that you haven't selected anything that you can animate
Usually you animate gameobjects, not clips themselves, but I never tried doing it that way
@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.
You should be able to make the clips using a scene object, then re-use them for your instantiated objects
as long as the property paths match, it should work
Only the creation workflow requires an object
@wintry crow you'd need to export the animation as a sprite sheet, and then in unity change the button's type to animation
Hello. Do you guys recommend doing animations in Blender or Unity for a beginner?
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?
A fully fledged animation tool like blender will be necessary to learn if you want to make animations with any degree of complexity
But also Unity's animation is not much different aside from being much limited, and it'll be easier to pick up
Eh, I hear that a lot but you can get pretty complex with unity.
@ruby pumice would need more info on your script and state machine
Right, there's no technical limit to what you can do, but it's going to hinder your progress with how much tools and quality of life features are missing
A bit like making fancy art in mspaint; definitely possible and some get amazing at it, but not really worth the effort
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
Of course, 3d animators have it easy now
I just did my first 3d game and like, wow, what a difference being able to just retarget animations makes
is this the place I can post my animation for roast?
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
I think that the character feels like he's turning towards the screen a bit since he rotates so much mor ein one direction than the other, but it overall looks good
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
is this free and where can i get this? This would be a great enemy in my game
Sorry not for grabs, this is my own and will stay with me 🙂
Fair enough
Thanks for trying to help me but I already found the fix after that just had to rearrange my code a little.
can i get some help
dm me if you know a fix
my death animation stopped working all of a sudden
i didnt touch the code
didnt touch the animator of the enemy objects
anyone ever tried a product like this to create some animations?
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
and I want it paired with a dash or attack animation
preferably hoping I don't have to go into scripts to do it
There are a few options. Easiest would probably just be to have a second object under the same animator with the second sprite animation.

when you're not busy can you show me a screenshot of what you mean?
I'm not at a computer, but can you explain what the difficulty is?
I just started learning Unity today so
the difficulty is everything

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
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
Um, ok, might need to start from basics. Gimme a sec 😄
lmao , thanks!
just started today and it's hard to navigate my way around tutorials that work for me
Have you read the manual section on animation by any chance?
It isn't great but it covers the basics.
I mostly just jumped into the Brackeys videos
Ok, so ignore Brackeys, everything in it was bad when it came out and is now bad AND obsolete.
rip
We get more people messed up by following his tutorials than anything in here
😔
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.
by animation controller you mean this?
Thosec are the clips.
if you're busy, no worries btw
I'm just searching around on google
I'm not really in any rush
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.
ah
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?
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
where is it from or how are you exporting it?
You mean the format?
No, at the moment I am using test models
it's fbx
show me it in unity's file explorer thing
you mean the scene?
okk
Ok
you can animate it from there
k
Nop
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
Yes, but it never moves
rotating it does nothing?
yes
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?
#✨┃vfx-and-particles or maybe #💥┃post-processing I am not sure what you mean.
oops sorry I thought I posted an update - I was looking for the term datamoshing. thanks!!
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)
can someone help
my Destroy function wont work in my animation's script
it's under onstateenter
Destroy(animator.gameObject);
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.
i was partially joking
sorry if my sense of humor sucks
ya bish
jk
plz dont ban me
Is it possible for my player to use animations from two different asset packs if they’re both humanoid?
@inner sierra Don't be annoying
Yes, you can use animations from anywhere provided they're targetted to your object correctly.
Thank you! What about the controllers and rigs though?
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.
Thank you this helps a lot
How do I change how fast the animation plays?
with bone rigs I can't seem to get the sprite to reuse the animation when I start creating a different animation
is there any website which i can download animations from other then mixamo?
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
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.
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.
how do i make a sprite be animated
like, a sprite sheet
is that 2d or 3d
Sprites are 2D. Unity has a whole 2D learn series. Look it up.
It'll cover multiple sprites from a sheet.
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
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
why wont the animated texture appear?
what am i doing wrong
have you made an animation for the background?
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
The usual methods for that seem to be vertex caches or vertex animation textures. You could also recreate the curve modifier inside unity.
Does the character have some sort of physics on it that might be moving it off of the expected path? Physics elements generally won't show in edit mode previews so they can end up different from the playmode.
That is very possible. If you are using spritesheet animation, what you'll generally do it move the root position at some point during the animation, while for a rigged animation you should just be able to handle it as usual.
As long as they are compatible with the unity mecanim humanoid rig, you can remap animations between them automatically. Otherwise, they need to be identical rigs to each other.
Can you be more specific?
thanks so much for coming in here and answering mine and these other folks' questions. Very kind of you!
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 😁
so if I try to play an animation that I made before when I close unity then come back to it I can't do anything to get it to play again
oh wait I just found a way to do it
Guessing you didn't have the right object selected?
nope, nothing like it 😦
No collider, character controller, or rigidbody at all?
nope, but don't worry, I just remade it and applied scene offsets to it, now it works
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
Thanks for reply, but i am super noob, can u show me an example or something? : D
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
Not with default functionality
Unity is not an animation toolkit and this where it shows its limitations
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
Mostly time and I'm not trying to apply it to a straight line so it gets more complex to resolve in my head
That does make it more complex, for sure
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
@quiet hedge you could write a script to do it.
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
The two aren't mutually exclusive.
You can have a script that edits an animation curve
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
You want to constrain the motion, or you want to change the parent? Despite the confusing names of the constraint scripts, they are two different things. You can use the constraint script, or you could write your own script with the exact function you need.
Hey, can I set conditions through Animation States or transitions?
You can make a transition happen automatically from a state with "has exit time", no condition needed
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
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?
It should be on the state that you want to play first
The transition will happen automatically if it "has exit time"
That is the right way to do it(or at least a right way.)
Hello
Where did my animation nodes go?
They all still function
but are invisible
does selecting the animator window (by clicking in it) and hitting 'f' bring them up? Can you make new states?
Did you accidentally create an empty layer?
I can make new states but not see ant
i do not have an empty layer
If none of those things help, I'd try restarting unity
I explained my problem in detail but had no luck, Would you give some tips here https://forum.unity.com/threads/which-is-the-best-way-to-make-an-avatar-point-a-target.1277885/ ?
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]
why is my animation with mixamo so bad compared to what I saw on the site, downloaded as FBX for Unity, 60 frames, no skin
hello people
anyone can help me with what a think its a simple thing?
where is the spped seter of my animation window?
Seams like it's being played at higher fps than intended
what frame rate should I usually set when using animation with Mixamo?
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?
Unity 2d
The highest amount since this will result in a smoother animation. Make sure to use 30 as well in unity when using that since if you choose e. g. 60 it will look too fast
^any more than 60 frames per second for an animation is not recommended. (Performance)
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.
I don't think there's ways besides at some point of the animation reset the rotation without any interpolation, but you can't really interrupt the flip and blend to another animation before the snap has occurred
It's a big limitation with the euler angle system itself
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
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
thanks ^^
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?
You can import animation rigging examples from the package manager, they should have a demo for just about everything
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.
@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
Any recommendations?
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.
am I stupid or is it not possible to add 2 transitions on 1 animation
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
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)
Does anyone know why my sword just glides instead of doing the correct animation?
https://streamable.com/qsawid
This is what my animator transition looks like and when playing the review it shows the same animation as when in game
seems like it got rotated somehow
If you want snappy movement you should always have every transition duration at zero
Otherwise you have two overlapping animations and whatever values they impose on object position, rotation and size will be averaged
and how would I fix this?
have every transition duration be zero as I said
now it only shows half of the animation time though
That's how your transition is set up 🤔
I just want it to show the animation correctly
"Correctly" is very relative term here
The transition will happen as soon as the clip reaches this blue area
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
still doesn't work
You may want to look into animator tutorials because this is super basic stuff
I prefer this one https://youtu.be/sgHicuJAu3g animator specific part starts at 18:25
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
well if anyone knows what the problem might be just ping me
Yes, it seems rather clear that the problem is that the transition is happening at the wrong time and non-instantly
If this makes no sense to you or you cannot implement the fix I suggested, your only option is to become more familiar with the animator and how transitions work so you can avoid the problem entirely
Hello guys, my animations are twitchy when transitioning/blending. Any potential fix?, Thank you
My first guess would be that since walking and running are two different blend trees, you'll reset the animation each time you switch between them
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
It turns out animations are also twitchy inside the blend tree, I remember I have fixed this before, but I don't remember how 😦
Hmm I recall I fixed that issue simply by using a blend tree so I may have dodged it entirely
good day guys
my animations in preview are different from animations during game test
anyone knows what may be the issue and how to solve it ?
https://streamable.com/jt4oas Does anyone know why in Maya when I try rotating a part of my rig it adjusts all of the rotation axis and messes up my animation?
@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.
thanks! I didn't realize it wasn't updated
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
A classic trick, but sometimes the classics are the best 😄
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
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
If there was just one axis of motion with no inherited motion, or if the object was following an existing 3D bezier curve that'd be technically possible, but aside from that it isn't
The animator doesn't know exactly what path the animated object will take as a sum result of all keyframed motion, that'd have to be calculated separately
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?
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?
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? 😓
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?)
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
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
You scaled the parent non uniformly; that same nonuniform scale will be applied to all child objects(like the door itself) every frame, in parent space. So if you scale the parent nonuniformly and then rotate the child, the child will warp.
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
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
is there a way to animation transform position without teleporting the character?
my thing keep getting set back to 0,0
when making animation clips, is it better to adjust sample speed or keyframe location?
Put the animated object under a parent object
Keyframed positions are always relative to parent object, or scene if there is none
You shouldn't usually ever need to adjust sample speed, I think
Without knowing what it is supposed to look like it is hard to guess
Sample rate is mostly good for sprite flipbooks
Speed variable in the animator. Unless you actually need to mess with the animation data.
I'm not at home right now so I'll clarify later when I am.
Its supposed to be arms, and they are a lot smaller than that
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?
I can... Right now I haven't committed to using one or not.
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.
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?
There's a difference between a cutscene...and just taking over the animations in the actual game scene.
If this explains it any better, I want the player to enter a trigger zone that then starts a cutscene where the player (Now animated externally )talks to someone while interacting with parts of the scene (re4's cutscenes come to mind). that's what I'm trying to do, just looking for help on a good way to do it.
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.
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
they are supposed to be a lot smaller
i dont know how i could fix this issue
Fixed by renaming the idle pose to be alphabetically first out of all animations
Large disproportioned model issue
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?
guys when i start recording animation , why the player bend its knee and hand , like this , how can i solve it
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
Imagine as the default T-pose, but bicycle pose instead
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
idk when i assign new keyframe while making animation , it reset back to default position
parameter is used to change the state
set the value of parameter with the reference of animator
Wait, can you post images on how to do that?
I can not type parameters name fully on that 0.25 seconds for transition duration
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?
Is it possible maybe to make a script for it?
yes
use Animator component and get the component from script and set the Bool totrigger
I already have the animator component with a controller inside of it(image with the states bellow with my animations). I think you are talking about something else
I want to change the speed dynamically while playing the game
the change of states must not be static(pre determined before i press play)
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 🙏
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
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?
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
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
Dude I’ve been trying to figure out animations in unity animator all day
I have the same problem but with attack animations lol
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)
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
Legacy animations don't support the sprite flipbook animation, I believe
You're generally meant to use Generic type for that.
speed of animation ? or speed of character ?
Animation
Actually. Speed of animation transition in between 2 states
Otherwise would just be multiplier with the parameter box checked
i think you have to look into transition duration and transition offset
if you stretch animation it will become slow , if you shorten then it become fast
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?
idk , maybe you can , try asking in #💻┃code-beginner or #💻┃unity-talk
Animation.CrossFade
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
use blender
There are countless of ways an animation can be "smooth"
and it all varies by whether you're doing 3D or drawn animation
rn im just using the built in animation tool
is there anything else thats better?
I dont use blender for animation
alright
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
https://answers.unity.com/questions/1458743/humanoid-animation-created-in-maya-has-incorrect-t.html Similar problem with Maya from 2018. No answer there unfortunately
Kept trying things and it seems to be working now. Not sure what I changed
Still off, just more subtly now
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
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
@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.
That spiderweb of arrows is your best friend when it is time to debug.
But still not a variable. It is still a value that needs to be define first, right?
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
https://paste.myst.rs/5swothpm - these are my raycast and controller scripts
https://streamable.com/iqe3z6
a powerful website for storing and sharing text and code snippets. completely free and open source.
how do i put some sort of a cooldown between the animations so one animation has to complete before the other can be started?
Check 'has exit time' and put the exit time at the end.
where is 'has exit time'?
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
..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 🙂
Create transitions via code.
Interesting idea. I will ask in #💻┃code-beginner then. Ty
can you make peices of a characters parts in pixel art. then animate the peices together in Unity?
You can layer multiple spritesheets, sure. Just use multiple GameObjects, each with their own sprite renderer component.
when i click on "Create Bones" in Sprite Skin only the head of the character pops up
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?
"Has exit time" in a transition makes the transition happen automatically, if you disable that it should stay in that state until a condition to transition is met
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
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
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
I dont really want to put everything on Player PSB :/
I think of the PSB as the sprite (which it is)
I managed to find this solution.
https://answers.unity.com/questions/981781/animation-window-yellow-text-after-moving-animatio.html
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it seems to work
oh ok
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
Hello, I have a problem where my enemy's collider doesnt follow the animation. The animation is downloaded from Mixamo
Mesh colliders don't follow skinned mesh animation
Building such a system is possible but not worth the performance cost
It'd be best to use capsule and box colliders attached to the bones instead
Okay, thanks!
Guess Ill get different hitboxes for different animations and damages too so better in every way
If the colliders are parented to bones, they will follow the armature animations and match the motion, if that's what you mean
Separate colliders does open up the possibility of identifying different body parts to hit, yes
Yeah its working really well for now, thank you 🙂
can u make player running animation with all in one sprite? how?
What do you mean "all in one sprite"?
morning guys, i'm having a weird issue if anyone has any resolve? when I click on my state in my animation tab, I try to change the animation speed and cycle offset but my inspector is bugged or something? https://gyazo.com/077a33e93fd5baf948ed87709710c639
nvm i got another question since i just realise i can click on it and it will show it sep but how do i add them since its not adding
This is another bug in some versions of 2020.3. I think
Update to 2020.3.34f1 if so
wow ok thank u
do I have to download whole new version or?
if u download the new version i think u need 2022 vs
since i tried 2020 unity with 2022 it doesnt work
Which version are you using now? You should download just the patched version of your current editor
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
2020.3.34f1 would be the one for you as I said
If you jump a year or a feature set version forward stuff in your project is very likely to break
wow okay
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
Just installed 2020.3.34f1
Does it fix the missing UI problem once you open your project with that version?
You can make another transition that's the same but with the other condition, then one of them will happen when any condition is true
Another way is to have just one final condition which is set to true from code based on the states of conditions one and two or any number of variables in the code
But in the end all conditions in the transition must be true for it to fire
ty!
got it installed, Now I have to figure out how to open my project in the new version https://gyazo.com/c01898f4f82e1a77da36cd7f6c69c0f6
figured it out actually
Fixed it

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
- How can i extend animation duration to past the last keyframe? I.e empty time with no keyframes in it
this thing is animated and i want it to have an animated mesh collider that follows with it, how do?
Animating mesh collider is very costly, usually there are a bunch of primitive shapes attached to the model instead.
do i do that in unity or blender?
In Unity.
oh shit, i have to go through and add primitive colliders to every bone dont i?
depends, don't have to be every bone
how do i change this clipping distance?
reset camera to the target with double click or f when mouse over the scene
it resets clipping plane as well
Just add another keyframe later?
Only if you explain the problem.
Because it is a recttransform.
- I don't for any keyframes to be there, just an empty time piece
Why?
When the "player" goes to the edge of the box collider it starting the jump animation
Means that when the player goes to the edge of the collider IsTouchGround = false
- To put a delay after the last keyframe instead of instantly swapping back to the 1st one
No. Why do you not want to add another keyframe?
You don't give any information about how you are checking for grounding so it is hard to debug.
- Because i don't need any action there?
So?
- And keyframe is for changing anything. So you are telling me to duplicate the first keyframe and put it at the end?
Or the last one
I mean, you could add a curve to some other random property and keyframe that.
- Okay, i see. Strange that there's no way to expand the timeline independently from keyframes. Whatever. Thanks
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.
hey guys, having some trouble here. why is my crouch animation doing this when in the transition? https://gyazo.com/8c38fd46ce76e0284cbd1ff84648749e
what "this"?
Looks like an improperly set up avatar for the crouch animation
ahh yes I believe so, troubleshooting it now
thanks
Sorry for unclear, it should be doing https://gyazo.com/2b2974e437eb6cfc4bce4e19d08c371a
And can you change the image's position in animation in the first place?
Yes. You change the anchor position or the corners.
can somone help me with a 2d animation
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 ?
Does an Animation Event gets called when the layer weight is zero?
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?
Not if you don't actually ask a question
The most common cause of that sort of issue is having your bones set too low in the quality settings for your build.
is there any way to copy and paste an animation controller?
You can duplicate it like any other asset
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
Do you have an example of what you mean?
Yea hold on
https://www.reddit.com/r/gamedev/comments/jwsl1m/using_inverse_kinematics_to_procedurally_animate/ something like this with the legs
I’m not sure if it’s possible
@agile solstice
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
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
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
👍
The bones do the procedural animation and the renderer does the pixelation, what the limbs are fleshed out of is less important
Alright thanks so much
ah yes ctr D, just forgot
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?
Ahh that would make sense I'll take a look thanks!
@little path unity has no concept of animation frames, only time. So yhat would be the way.
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
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
That was beautiful. You gave a well articulated question, solved it, and posted the answer instead of leaving us hanging. 
When animating do you have any tools that help you animate instead of doing every frame
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
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
nvm ignore this
my animation wont go past frame 1?
the walking float is set to 1 whenever i move
plz ping if answer
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
..edit/remove the vertical keyframes from the idle animation
Nah, that would break the whole animation basically
im talking about specifically the root bone
and just that, to eliminate 'root motion' vertical drift...
Whats the root bone?
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
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
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...
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
look pal you can get to australia from the uk by digging through the centre of the earth
but i wouldnt advise that
Haha
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 😄
Yeah, so basically i was animating a boss fight, but the guy kept lifting from the ground
..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
Its just that, the vertical movement is the boss jumping, crouching etc
Wouldnt that just get removed?
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.
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
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!
Thanks
..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
help, anyone? still roadblocked by this problem
Your 'any state' transition is resetting the animation every single frame.
You probably should just transition directly from idle to movement.
hello guys
anyone can help me with a thing?
after the build, my animation is no showing in animator
The A key should bring the states to view if they've drifted away
If they're totally gone, closing and reopening the animator window usually fixes it
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.
@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.
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?
You don't need to do anything; those are not actually errors. All it means is that the animations have events on them but that there is no script that actually uses them.
is there a way to disable that?
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.
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
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.
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.
According to the error message at the bottom, you might need to remake the condition on the transition.
I am importing deformed animation from blender and its not coming out properly in unity.
does anyone have any idea about it
You'd need to give more information, but the most likely issue is that you have un-applied transforms or modifiers.
I used simple modifier to animate the this book
for making the pages curly
hooked these pages to the sipe of the book
All right, so you aren't using bones?
no
Unity doesn't import blender modifiers. Only bones and blendshapes, by default.
I am relatively new to game development as well as to blender
So I usually follow the tutorials for my need
okay
You'd need to use a pointcache or a vertex animation texture, or convert it to a bone animation.
I dont know what pointcache or a vertex animation texture is but I can learn them, Just wanted to know that will it still make the pages curly
Each method has different benefits, you'll need to look at them and decide what is suitable
Book pages in games rarely need to be physically accurate
You could get by animating just one page, duplicate it a few times to have multiple pages turning at once and just restart the animation when each one ends
It was simple deform modifier
With that method bone animation would be perfectly acceptable
And i read in a free places that it is not speed in unity
In fbx format to be specific
I am thinking to go with this too
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
Oh
Bone animation with faking the number of pages is by far the easiest way