#🏃┃animation

1 messages · Page 95 of 1

lean lily
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It triggers walking left animation in between everything all the time i think

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Ok seems to be spamming both Idle + Movement blend tree at the same time

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Figured it out

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shoot me

shut plover
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welp

hybrid tinsel
near sierra
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late reply, when you say set up correctly what do you mean?

hybrid tinsel
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Presumably 'where you want them'

agile solstice
near sierra
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gotchu

fresh moat
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Hello, a model I am working with has too many bones (in blender) which don't move the mesh. I want to hide the bones which don't affect movement so it's easier to animate the model in unity without all the extra bone categories. Any tips?

hybrid tinsel
fresh moat
hybrid tinsel
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...oh, I thought you were asking about doing it in unity.

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I don't use blender so I dunno what you can do in that.

agile solstice
fresh moat
dense magnet
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Can someone please help me. I uploaded my character to Mixamo, got the anims I want and it looks great and all on mixamo but when I play the animation in-game it looks like my dude needs a wheel chair

cunning thunder
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Is it possible to make it so once an animation stops playing it trigger's something in a script? If so, how?

shut plover
twin musk
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I was recommended to try asking here. I'm working on a voxel/cube character creator where after building your desired character you can combine the cubes together into one mesh, attach it to a skinned mesh renderer and preview animations on it
https://pastebinp.com/vg66v3XARzg9hRTr8EGQ#XfpFqHjplDtPuGoV1TICw4frNUE_uecJj6Pi5zSm2wE=
This is the part of the code where I'm combining the meshes into a skinned mesh renderer and assigning the bones
I'm sometimes getting a "bone weights don't match the bones" error and the times when I'm not, animating the bones on the rig have no effect on the combined mesh
I'm not sure if its the mesh combination process messing up the bone weights and bind poses or if its something else entirely

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This is how the rig looks like in the editor, visualised by the Animation Rigging package

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And these are the body part regions, each with exactly one bone associated

fresh moat
fresh moat
# dense magnet Can someone please help me. I uploaded my character to Mixamo, got the anims I w...

Also, make sure that you delete all the model's bones & armature first before uploading it to mixamo. Delete the bones & armature by first importing it to blender, selecting and deleting the green parts in the collection, (pose & armature) then exporting it as an FBX/obj. If you have some bones left on the mesh before uploading to Mixamo, it could trigger errors with the autorigger even though it may look "good" in mixamo.

grizzled stream
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I need some help with my animation. I made a walking animation for my character and when I import it the body of the character is turned sideways. On top of that the body is moving back and forth not the feet. It looks good in blender and just gets messed up when I export. Is there a reason for this?

dense magnet
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hey @fresh moat I removed the Rig from the character and re-downloaded the mixamo animas with the uploaded non riged character an no sauce

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The animations in Mixamo work perfectly .

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@fresh moat my dump ass did not download the anims with skinning.... 🤦

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Thanks for the help

thin ginkgo
lost sedge
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Is there a reason my animation is split in two here imported from blender?

candid ridge
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i am struggling so hard with blender -> unity configuration idk where to begin

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i have created a 3D model (rigged with Rigify's advanced human meta-rig) and aligned everything, and the generated rig works really well in blender

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but when I import the fbx to unity it just has a spasm. I have watched so many videos but still have 0 idea what I am doing bc I'm a Unity noob.

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First of all, it doesn't like that my model is in a A-pose, but I've seen youtubers use an A-pose and it worked out just fine?

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like it turned their A-pose model to a T-pose and everything was green and wonderful

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me on the other hand:

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au contraire, everything is green for me the the 'inspector' thingie

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What I'm trying to do is convert her into a .vrm so I can put some animations on her

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so i have the unityvrm addon and whatnot

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but making her tpose just makes her do this

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and the export button is grayed out

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i'm just completely lost at this point and uber-frustrated

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so yeah anything helps lol a

dapper glade
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bruh i would like report a bug...

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fuck my life

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how can i plz ? (report bug)

uncut salmon
grizzled stream
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I need some help with my animation. I made a walking animation for my character and when I import it the body of the character is turned sideways. On top of that the body is moving back and forth not the feet. It looks good in blender and just gets messed up when I export. Is there a reason for this?

desert terrace
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Can anyone help me get an idea of how I would go about creating an animation like this

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The removal of flags

fluid sage
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so i have two models in my avatar

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i wanna be able to animate the model inside my model without touching my og model rig

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my purple avatar back there summons this blue cowboy and does an animation, is it possible to do so without having to add on another animator?

nimble swallow
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I have it so when I click my button it plays an animation but when I click too fast it only plays some of the time, can I fix this?

hybrid tinsel
nimble swallow
hybrid tinsel
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@fluid sage if the avatar definition contains both models then as far as unity knows they are one model.

fluid sage
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damn

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i cant like just put the name infront of all of the keyframes so its forced to only use that one model and not the base one

hybrid tinsel
hybrid tinsel
hybrid tinsel
desert terrace
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Or?

grizzled stream
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i have my model all rigged up and when i go to parent the mesh with the rig it doesn't show the armature deform option. How do i get that to show up

hybrid tinsel
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I have never used leantween so I have no idea.

fleet agate
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have anyone here ever animate an empty game object in which it contains many other animated objects? I'm trying to rotate an island 360 and in that island I have many traps and obstacles which also move around themselves, many objects managed to move along with the island but some are standing at their first positions. Also these traps and obstacles I created and attached bones in Blender and exported to unity in fbx. It will be nice to know if there's anyone here had encountered this problem before and thanks for the help everyone!

grizzled stream
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homies, I made a walking animation but when I exported it made it into 18 animations with all the separate animations. so there is one for the left foot, and one for the right foot. anyway I can combine them or just fix it completely?

hybrid tinsel
grizzled stream
trail marten
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so i just modeled this low poly axolotl and i wanna give it a little runing animation but i have no idea where to begin

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i could try and keyframe it in blender? or idk about unity animation but that might be better because of IK

dapper glade
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bruh explain me why some animations are not anymore playing ?!

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The animations was playing yesterday and today

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not

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wtf is this shit

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(i didn't touch anything just go to sleep and then back and play my game but some random animations not visualy playing but physically it's playing)

narrow spindle
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look through ur animations and how they're setup. maybe some problem on ur side

silk citrus
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i keep running into issues using sprite sheet sliced animations. I've got a sprite in the scene with a sprite renderer and a "animation" component with a SpriteIdle.anim attached with selected sprite frames. nothin'. where am i going wrong? and should I do frame by frame animation somewhere else then import to unity?

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reading thru the tutorial and documentation and im really confused. here i see they are using an animator to control the states of animation, but i keep reading elsewhere and getting errors about legacy animations, and that animation clips n mecanim dont work together well? (feel free to dm me resources or anything)

silk citrus
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Got it. I think. You don't double layer the animationClip in the object. Let the Animator component handle the states. And --inside-- the Animator, place your states (ie the clips). you still have to make the clips and have them in your assets. fwhew. glad to finally see something moving.

iron fiber
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is there an equivalent to unreal's notify system in unity's animation system

pliant fable
iron fiber
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like a sound effect

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or particle effect

pliant fable
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Yes, that's there Screenshot from the documentation Link
You can specify the audio or particle or any other variable and pass it in the "Object" tab. There should be a script sitting beside the animation component which has the same function name as the one you specified when creating the event.
This function will take whatever parameter and it would be mapped on it's own so if the object you passed is particle, then it will be converted to a particle if you function takes a particle
You will find a lot of videos on Youtube regarding this part

iron fiber
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yeah that is it

lyric rover
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In Blender this doesent happen

hybrid tinsel
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Probably have some constraints or transforms that aren't baked properly.

lyric rover
thick minnow
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Jo I am new to unity, and all worked, took a break, came back and now my ANimator window is empty
Object selected: Check
Object has Animation Controller: Check
Object has its animation: Check (4 clips)

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Ah well closing the tab and reopening it fixes it haha

tawny basin
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is it posssible to edit a animation key while its running in play mode and see it change in real time?

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currently i have to stop play mode and go back in to see the change

nocturne storm
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how do I make a trigger at this specific time in the animation so I can trigger some code?

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like i want to make it so that when this specific frame occurres, I wanna instantiate a prefab ball at the player

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please ** ping me**

hybrid tinsel
stuck elm
sinful heath
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I need some help, my character does not split into separate parts when I try auto geometry. Anyone know why? I'm following this tutorial but with my own asset https://www.youtube.com/watch?v=t3HdlMCTdNU&ab_channel=FyreflyStudios

How to rig a 2D sprite in unity without photoshop.! In this video I use affinity designer in place of photoshop but any image editing software with transparency will work! (This method will work for photoshop too!).
Discord Server:
https://discord.gg/NeckaRWH
Music:
https://www.streemtunes.com/

▶ Play video
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my sprite setting

upper hull
hybrid tinsel
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You can just make your own geometry

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Or separate the pieces more

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In that tutorial it looks like they're using a 1024x or larger texture, so the gaps between their pieces are as big as your entire sprite.

hybrid tinsel
upper hull
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the transforms of Animation resulting to weird player movement on Z Axis

lyric rover
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Why does my Charscter slide?????

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I tested it with 3 Boxes.. it also happens

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Im using Blender 3.2 / Unity 2019.4

cinder gale
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Hey there! I'm having a problem with Mario's jump animation here. It seems to reset a lot, causing a jitter effect during his jump. Any ideas how to fix this issue? Also, when he lands, it takes a while before that transition activates, causing a delay in his landing animation.

agile solstice
cinder gale
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Oh I see, thx!

shut flax
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I reorganized the hierarchy, and animations now have yellow "missing" properties. My plan is to remake the animations, but it would be much faster if I could just edit the properties to point to their new locations... Is that possible?

bold berry
vernal birch
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hi

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can anyone tell me how to convert .anim to .fbx

proper barn
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If I tell u I have no idea how anything works in Unity, except Debug.Log, what r u going to tell me?

vernal birch
proper barn
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ohh

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so we r common

vernal birch
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I’ll pay 10$ crypto

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whoever teaches me how to convert .anim to .fbx

little sluice
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I'm trying to use an animation override track with Unity's Timeline. I set up the animation (a simple move) and it looks fine when scrubbing through the timeline, but at runtime, the movement is something completely different. Any ideas?

hybrid tinsel
little sluice
hybrid tinsel
hybrid tinsel
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You said earlier that you didn't bake your transforms or constraints, so I'm guessing that that is the problem.

lyric rover
bold berry
lyric rover
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Its off :(

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Can i send the blend file to see for yourself if you have time

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Im stucking in this issue for days

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Cant find nothing on google

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I send you also the baked fbx files...

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Just to compare them with blender and unity

lyric rover
hybrid tinsel
light marsh
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Is it possible to save animation clips created in a timeline as individual assets? I can't seem to find info regarding this.

hybrid tinsel
light marsh
hybrid tinsel
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Well, using the recorder is pretty simple

full cove
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What is normally the "any state" used for?

agile solstice
hybrid tinsel
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Yeah. Any State transitions are ones that, well, can happen from any state, overriding the usual flow of the graph.

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Avoid using them without a good reason UnityChanBugged

lyric rover
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I really dont get whats going on

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Not sure where the issue is

hybrid tinsel
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Well, you've eliminated the easy answers, now you'll need to go deeper.

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You're not using any constraints in your animation?

lyric rover
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No, only animation

lyric rover
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If you want i can send you the blend file

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Im soo desprete, it took me soo long to make this animation in Blender... only to find out that im gona have bigger problems with Unity

hybrid tinsel
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What the fuck would I do with a blend file? I don't even have blender.

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And are you not exporting as fbx?

lyric rover
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I did , before i did blend file only, but to try find the issue i did export fbx..

paper ermine
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is there a way to animate more than 1 box collider at a time?

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by using animator

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or do i have to make a seperate animator myself

agile solstice
paper ermine
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oh nice
how do i add it to the animation clips though

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i can only see one box collider

jagged moth
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Hi guy, i actually have a little problem on my roll animation he always stop after 2 frame,
i think is a common problem but i am stuck

agile solstice
glossy glen
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Hey guys, any easy way to interpolate Root Motion when Time.TimeScale < 1? Currently my character just jumps from keyframe to keyframe (i think) when in bullet time. Is there a setting somewhere to fix it or do I need to program a workaround?

jagged moth
agile solstice
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You could make the jump require condition that IsRolling is false, but these kind of problems are pretty constant when relying on Any State transitions

jagged moth
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ok thanks it seems to work

paper ermine
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how do i control colliders of the same type in animator

lyric rover
fluid sage
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hey so i made a mocap animation and i just wanna dictate it to one armature without needing to add another animator onto it

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i wanna put it under Higgs Facility armature but theres a problem

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when i go into the mocap animation clip it shows me that the path is blank, so i cant direct it to the specific armature. it just continues to use the main armature to animate

tawny holly
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can you speed up a transition?

stuck elm
paper ermine
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im trying to animate 2 box colliders at the same time but

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the animator only recognizes the first

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and doesnt let me add another box collider property

stuck elm
paper ermine
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so that means that i cant add them on the main object and animate them together?

novel crown
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Hi im new to Unity how does animation work?

celest crag
novel crown
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Thanks

rustic geode
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Anyone know why my character does this when I press play

celest crag
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Should add more details to your question. Don't make people guess.

rustic geode
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Ok, basically I added animations to the character and then it did that, is it because of root motion? Or is it because of some other isssue.

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My animations are set to humonoid

wooden cipher
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hey guys, i've had an animation set up for six separate meshes so that it plays a sound every time they disappear and reappear a second apart, it works very well for the first 2 rotations but come the third one it goes to hell from there and gets worse as it goes, ill just put a video here that i uploaded with text at the bottom that tells you when its normal and when it becomes not normal

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maybe this will make my issue apparent

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i want the entire animation to be how it is when its "normal"

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idk what causes it to go wrong

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i can put my .anim files here if anyone wants to see

still jacinth
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It seems like the whole animation and sound just slow down? Have you checked if you have stable FPS?

wooden cipher
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its like the animation starts doubling itself and becoming slower

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its got something to do with the way ive set it up

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if it was the fps it would also be messed up on the first two rotations

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it loses its sync, idk this is very hard to explain

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it just becomes out of whack

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ive also tested in-game, (blade & sorcery), the exact same thing happens

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so ive messed something up here with the animation

still jacinth
wooden cipher
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here

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i know its probably a huge pain in the ass

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but if anyone wants to take a look id really appreciate it

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you will have to scroll all the way in to see everything ive done in the animation files

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i have some of it very close together

static prism
# rustic geode

its happen when you add generic animation to humanoid character

wooden cipher
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i was specifically trying to have it so that each shield would turn on and off a second apart so that it didnt all happen at the exact same time

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it works perfectly until after the second rotation as you can see in the video

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its like it stops following what i planned

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im willing to screenshare with somebody if they want to, ive been stuck with this for way too long

still jacinth
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I haven't used animations much, but use activate the different animations with a script, no?

wooden cipher
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what i think is possibly happening is, somehow the one second delays that ive created for each shield is adding on more and more with each rotation past the first two

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at least thats what it looks like is happening in my video

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each rotation gets longer and longer

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instead of only staying one second apart like they should be

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some of my dots are overlapping in certain areas so idk if that has anything to do with it, if anyone decides to look at my anim files, make sure you zoom in all the way on all of them and drag things around

upper hull
hybrid tinsel
hybrid tinsel
wooden cipher
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so you could say ive "synchronized" things

hybrid tinsel
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No, I wouldn't say that.

wooden cipher
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it just doesnt make any sense to me how the first 2 rotations could be perfect, but then it all goes to hell on the third?

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like

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with how i understand it shouldnt it just loop what ive already done

hybrid tinsel
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Unless you are explicitly syncing them, unity doesn't know that they are supposed to be in sync.

wooden cipher
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so how difficult is it to tell unity they are supposed to be in sync then assuming that this isnt fixable in the animation file

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all i want is these shields to turn on and off a second ahead of eachother like i have in that video

hybrid tinsel
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Are the animations off time or are the sounds?

wooden cipher
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what do you mean by off time

hybrid tinsel
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Honestly, I'd just put the sounds and the forcefeilds all in one animation and trigger the sounds with animation events

wooden cipher
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thats what ive done already

hybrid tinsel
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Then why do you have six animation files there?

wooden cipher
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idk i guess when i did this i didnt really know what i was doing and it was easier for me to do it all separately

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either way its all synced ahead by a second

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thats the first one for example

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second

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i have all six slightly ahead of eachother

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like i said its all fine the first 2 rotations

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all 6 of my shields work perfectly until its the third reset

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idk if you saw the whole video i pasted earlier or what but yea

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legit perfect until it hits the third column

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i have a feeling that if i could just copy and paste the first and second columns of dots it would probably be okay

hybrid tinsel
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First of all, you can

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second of all, it is no wonder things are getting out of sync, jeeze

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If you want multiple animations to play in strict lockstep you can of course; you can make a timeline and put them all in it

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But you'd really be better off just putting all the lasers in one animation

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What are you keying on the audiosource?

wooden cipher
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it was very hard for me to get this far, the less work / changes i have to make the better or im gona end up being at step 1 again and have none of this working so id like to try and take the easy route lol

wooden cipher
hybrid tinsel
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Doing it 'easily' sounds like a really good way for you to be asking me vague questions for another ten hours trying to debug this hole you've dug.

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Instead of just doing it right

wooden cipher
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i just dont want to have to spend another 3 days figuring out what i already almost have working thats all

hybrid tinsel
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You'd rather have both of us spend three days trying to do it, right. UnityChanFrustrated

wooden cipher
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its moreso paranoia of screwing this up again rather than not wanting to do it "right"

hybrid tinsel
wooden cipher
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let me see

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this is the second pair of keyframe properties on shieldsoundone

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it would probably be quicker if you went into my anim files and zoomed into all of it to see what i did

hybrid tinsel
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no need

wooden cipher
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i used to have parts of the key frames in the middle of the other ones, but i dragged some of them very close together on purpose to try and fix the problem earlier

hybrid tinsel
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I'd really suggest just using a script to play the sounds

wooden cipher
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yea thats not happening

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i have zero idea on how to do that

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never scripted in my life

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ive just been modding blade & sorcery the last 5 months

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thats all of my experience in unity

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well anyways, if the two rotations stay perfectly sync'd like they do in the video, then i have a feeling that if i replaced the third row of dots properly with the working ones it would work fine

hybrid tinsel
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just make a script like ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class playSound : MonoBehaviour
{
public AudioSource source;
public AudioClip sound;

public void playSound()
{
source.PlayOneShot(sound);
}
}```

And then if you put that script on an object you can trigger a sound using an animation event in the animation.

hybrid tinsel
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Though you CAN just do it the way you were but put all the objects into one anim file.

wooden cipher
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just modding blade&sorcery

hybrid tinsel
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Ok

wooden cipher
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this is pretty much the absolute last thing i need to do before taking a break from the scene for a while

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so ive been trying pretty hard to get this one to work

hybrid tinsel
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The basic problem is that unity doesn't actually consider animations being in sync to be very important generally. If it needs to drop a frame here or there it doesn't really worry about it too much.

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This is usually imperceptible, but with multiple animations they will tend to drift over time because unity doesn't really know that they should be synced.

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When they do need to be, the usual fixes involve either putting things into the same animation, or using timeline, or using a script to line the animations up.

wooden cipher
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if you mean timeline instead of timelike thats what ive been doing

agile solstice
#

I very much also recommend a timeline or a scripted timer and using just one animation for all of them
Doing it this way invites endless troubleshooting

wooden cipher
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everything in the timeline

hybrid tinsel
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sorry, it is almost 7 am here

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and you are using five unrelated animations, not Timeline

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unless you are and didn't show that

wooden cipher
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i thought this was the timeline

hybrid tinsel
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No.

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That's the animation window.

hybrid tinsel
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Timeline is a separate package, part of cinemachine

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Yes, that

agile solstice
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Cinemachine and Timeline are unrelated, at least these days

hybrid tinsel
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Not very clear naming scheme on Unity's part

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They are related under the hood, believe me 😄

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stupid playables

wooden cipher
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this is the hierarchy

agile solstice
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You can use one animator with one clip to control them by creating the animator and the animation clip on their parent object

hybrid tinsel
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Put the animator on a higher object in the hierarchy

wooden cipher
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right im a bit lost already

agile solstice
#

An animator uses animation clips to control properties of itself and all of its child gameobjects

wooden cipher
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well i was using animators for these

agile solstice
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You can use just one animator to control all six

lean lily
#

How do you make it so that your character is under an object if it's from the top, and above from the bottom. I can't remember but I remember seeing a video about it, something with pivots and point at feet or something.

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For instance, if I come from behind a tree, be under, infront then be above

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From above the fence -> Behind, From below -> In front

wooden cipher
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how would using one animator to control all 6 instead of separate ones with each anim in it be different?

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because

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as i have it currently

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each .anim is set up like i said a second ahead of the other ones

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so idk if im gona be able to even do that if i put all of this into one animator

agile solstice
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It'd guarantee that they are synced

wooden cipher
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you mean synced as i want it

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a second ahead

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i dont mean all at the same time

agile solstice
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any way ou want it

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But really you need to study this whole topic more
It seems you hardly have a grasp of what an animator is or what it does

wooden cipher
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yes thats correct this is the first time ive tried using the animator over the past few days

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because this is the last step for something i was making

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then im done

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so ive just been trying to get it over with

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ok well how could i switch it over to being one controller then

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should i just drag each .anim into a single controller

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and then drag that controller into each mesh

agile solstice
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No

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The simplest way about it is that you remove all animator components you have, make new one on a parent object of all the shields and remake the shield animations within that animator

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Regardless of how final this step is in your project we can't really help if you don't have the basic knowlege to implement our suggestions
More frustrating still if you actively reject the idea of learning any more than you already know

wooden cipher
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when did i reject the idea of learning

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ive spent the last 6 months learning how to do all of this over discord lol

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ive learned a ton

agile solstice
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I recommend the documentation and official learning materials instead of discord

wooden cipher
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i have somebody that is going to help me out over screenshare tommorow, so hopefully they can just get this sorted for me

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and honestly i disagree

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im better with learning from people most of the time rather than reading

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i have a learning disability, and sometimes things just have to be shown to me

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before my brain gets it

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just how it is lol

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i never would have got as far as i have over the past 5 months w/o the b&s discord

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those poor people have dealt with me

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but i got a ton of stuff out on the nexus

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so its all been worth it

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lots of fun lol

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just tryin to get this last thing done and im going to take a loooong break

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without the discord and direct contact i never would have learned to port maps, or many of the other things ive learned

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you know?

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just thought id try and ask the kind people here as nobody else seems to have an idea

agile solstice
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If you can get someone tutor you for free, that's certainly good for you
But that's not something you should normally expect

wooden cipher
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this is literally a discord for help

#

a bit of a dick way to act isnt it

#

its not like im asking for a full on tutorial session for days

#

its just a question lol

#

its 4 am and im starting to get vibes from you that you are being condescending and its honestly annoying me, its obviously very easy to have misunderstandings over text

#

so if im wrong about that im sorry

#

but im also extremely tired lol

#

im not trying to be in some argument here, just trying to get some help so i can take a break from what you could call suffering lol

#

im just being honest man its a bit rude saying that i shouldnt expect help

#

everyone needs help every once in a while

agile solstice
#

Me and others like to explain what one needs to do and give some pointers how, but we just don't have the resources to do walkthroughs or handholding

wooden cipher
#

okay well ill try asking again tommorow then

#

maybe there will be someone that can

agile solstice
#

And when the conversation slips into that the politeness tends to run out quite fast

#

You should get some rest, it's more important than this!

wooden cipher
#

don't know how someone requiring a bit of extra help leads to politeness running out but thats fine

agile solstice
#

I hold no ill will towards you but being a "helper" for the amount of people here does train you to be very territorial about the limits of attention and resources

wooden cipher
#

i know, i completely get that trust me i do

#

but you can't get annoyed or stop being polite to someone because you ran into someone that isnt as experienced as you

#

alright well i gotta go to bed its been nice talking to you

#

hopefully someone here can help me out tommorow

hybrid tinsel
#

When someone asks which way they need to flap their arms to fly, there is only so much you can say.

lilac grotto
agile solstice
lyric rover
#

I cant find a solution

celest crag
#

@lyric rover Post the question or post the job offer on the forum. This isn't advertisement board

lyric rover
celest crag
raw night
#

Hi, I have a issue with a project i am working on. My animations look fine in blender but when i import it into the unity project some of my animations look broken. E.g. When jumping my feets go through the shoes when doing a jump animation. I looked at my blender to make sure it isn't a animation issue, and it wasn't. I also looked to see if it isn't a import issue and to test that i imported my file into a blank unity project, and the aminations worked fine there too. So what could be the issue?

agile solstice
#

As a rule of thumb, the accuracy of animation decreases the further the bone from the root in hierarchy

#

It can be alleviated by tweaking the compression settings, but usually there are some extra tricks to make sure everything stays stable

#

For example the Avatar system has a type of foot IK to ensure that feet will stay on the ground

#

And if you have objects like shoes attached to the feet, they should be directly parented to them so they won't drift apart

#

...or constrained in some other way, such as by using constraint components or animation rigging package's constraints

raw night
#

one of them i imported in a blank file and the other is in the actual unity file

raw night
agile solstice
#

My brain skipped over that part that your thing works in the other project

raw night
hearty walrus
#

How do you use the new animator condition in unity? i have a simple thing, just go from idle -> walk, when a paramater is set to true

#

however, i cant find this documented anywhere and i have no idea how to use it?

agile solstice
hearty walrus
#

oh maybe, how do i switch to the normal one

hearty walrus
#

thank you

late mica
#

Since I'm on 0 animation oriented server i have nowhere else to ask but, is 100ms between events (or between 2 Keyframes) enough?

rustic geode
weak beacon
#

whenever I select a game object after double clicking an animation, the editor things there are no animations tied to it. How can I point the game object to an animation?

hybrid tinsel
weak beacon
#

ok

harsh ivy
#

If I'm working in 2D and I have a gun for example, is it possible to set the target for the arms as specific points on the gun, and thus by moving the gun that animation is automatic?

#

So like real time animation instead of pre-determined animation

stuck elm
trim hatch
#

Inverse kinematics

static prism
#

where you got those animation from ?

rustic geode
#

mixamo

static prism
halcyon wind
#

Simple question, there wouldn't be a way to single out a material when animating offset, would there?

upper hull
#

Animation Transforms affecting the Player Position. Z is set to 0 But still in transform its Changing Due to animations .Any Help!

hallow rain
#

I need some help... for some goddamn reason, my "Skinned mesh renderer" is just making my model invisible. It all works fine when I actually drag it out physically. Just absolutely invisible. It shows as visible in the actual LOD groups. It shows a blank image on the file. It gives no errors anywhere. Any tips?
(Not skinned mesh)

#

(Skinned mesh)

hallow rain
upper hull
#

No problem after getting your answer Please Delete two of them

hallow rain
#

Sure.

upper hull
#

@dire geyser Please make a Help channel or Helper role to make server more "Responsive"

charred belfry
upper hull
harsh ivy
#

I want to use IK but I don't know how to set the target for the bones to be a sprite

#

Or part of a sprite

hybrid tinsel
hybrid tinsel
shadow flume
#

hi

#

my animations are fucked up

hybrid tinsel
#

@shadow flumeYour avatar is incorrctly set up either on the character or on one or more of the animations.

shadow flume
#

what do you mean by avatar

#

I use the IDLE , walking , fast run, run and walking animations from miaxmo

#

mixamo

harsh ivy
hearty forum
#

A prospect walk and run cycle for armless characters in the game.

wise belfry
agile solstice
wise belfry
twin musk
#

Idk how download animation jump

hybrid tinsel
hybrid tinsel
harsh ivy
#

do I just rotate the whole animation then?

hybrid tinsel
#

Not sure what you mean.

#

You set up IK using the bones, and the sprites follow the bones.

harsh ivy
weak beacon
#

Anyone know how to make a sprite follow the path of a bezier curve?

hybrid tinsel
hybrid tinsel
weak beacon
#

I just settled with using the curve as a reference to animate the sprite.

shadow flume
hybrid tinsel
#

No idea what you are saying.

shadow flume
#

It's the good selection@hybrid tinsel

harsh ivy
hybrid tinsel
#

So when it moves, the arms follow

#

No special connection with the animation or anything

hybrid tinsel
#

Oh, and I include the crossbow as a part of a limb.

#

You can see how the IK is set up here

#

Not the easiest to decipher, I know

#

But the idea behind it is pretty simple(though it takes a lot of tweaking)

#

I also independently have the head follow the mouse using a basic aim constraint

#

You can have the body do the same if you wanted

glossy glen
#

Hey guys, what would be the easiest way to fire a method on the Start of Transition into another animation state?

tepid socket
#

havent really looked too much into Unity animation, but can you use it for enabling/disabling colliders at certain frames? or is there another way to do that?

little sluice
#

Quick question: What's the best way to match the camera between Blender and Unity. If I'm going to animate fps arms in Blender, the camera lookd different from Unity even if they are at the same fov. What's the best way to match them so that I can properly animate?

hybrid tinsel
hybrid tinsel
pastel gull
#

Hallo, incredibly new to animation, is it possible to blend 2? e.g. take torso animation bit from anim 1 and glue it to the legs anim of anim 2? Trying to create a new sitting anim with a dialogue anim I have, but the dialogue anim is standing

hybrid tinsel
pastel gull
hybrid tinsel
#

Assuming you have the animations already, you can do it all in unity.

upper hull
twin musk
#

Why cant I add events or keyframes?

indigo sky
#

Hey there, when I move SpiderLeg Gameobject, the whole leg move, and the ikTarget gets ignored, pls help

twin musk
#

hello... I need help with my 3D mesh.. can someone help me or refer me to the correct channel?
thank you

oak drift
#

anyone know why I can't add more frames but i can delete frames?

royal lodge
oak drift
#

like i missed out 2 frames of the animations

#

and i can't add them in

royal lodge
#

Try increase sample

oak drift
#

nice it fixed it

#

thanks!

dusky coral
#

I try to have the camera fixed looking the same way as my character, but when i start the project the camera is facing the opposite way. How do i fix this?

proud oak
#

Guys quick question does my character need to be compatible with a rig in order for it to work ? Could for example download a model from one place and an animation from somewhere else and have the work together?

brisk stag
#

is there a way to get animations to work with other sets of bones based on unity's assignments? i have a character that's not taken into mixamo, and i wanna get anims on them, but the skeleton bone names are all slightly different from what mixamo wants

hybrid tinsel
hybrid tinsel
hybrid tinsel
brisk stag
#

i found out later that there's a different way to operate bones on humanoid rigs.

#

i just wish i could add other transforms, like eyes.

hybrid tinsel
#

You can. They just won't be automatically retargeted.

mint oak
#

How do I enable my MultiAimConstraints on runtime? I would like to enable the IK for aiming a gun when the player is actually aiming.

Whenever I update the MultiAimConstraint weight from an Animation Event, the weight does not change in scene.
RightHandIK.weight = 1f;

mint oak
#

I have also tried setting the rig weight instead of the constraint and it still does not change realtime

#

Nevermind, I renamed my function at some point and it unlinked it from the animation clip 🤦

hybrid tinsel
#

That would do it.

#

You can also just directly keyframe the weight in the animation

mint oak
hybrid tinsel
#

You can animate most serializable variables with a few weird outliers.

grizzled eagle
#

Is it possible to import blender animation events into Unity?

hybrid tinsel
#

unity doesn't do it by default EDIT apparently it does now

grizzled eagle
#

Is there some sort of addon I can get or something?

hybrid tinsel
#

No idea

grizzled eagle
#

Alright, well thanks for responding.

hallow rain
#

You very much can, they auto import lol

grizzled eagle
#

Really?

hallow rain
#

Yes

grizzled eagle
#

omg, well thanks

#

it was that obvious lol

hybrid tinsel
#

Ah, hm. Someone should update the unity manual then

mint oak
#

When I turn on my animator component it messes up my gun raycast and I have no clue why.

I have my gun parented to the hand transform for testing. The gun fires a raycast from the barrel forward and then spawns an impact effect at the end of the raycast. The impact effect has a Line Renderer with position1 at hit.point and position2 at the MuzzleEndPoint.position

Full Code https://www.toptal.com/developers/hastebin/avusamaqah.csharp relevant code at line 59-79
Video https://streamable.com/04nnwn

mint oak
#

I am also only playing one animation layer with no blending and rigging disabled

mint oak
# hybrid tinsel 'messes up' in what way?

Sorry, there are two separate angles being rendered. The line should be parallel with the gun barrel but when I turn on the animator you can see another line being rendered perpendicular to the barrel

#

In the clip when I turn off the animator the line renders properly being parallel with the gun barrel

hybrid tinsel
#

when are you performing your code for handling the raycast?

#

You generally should be doing it after all animation, but you might be best off waiting till the end of the frame

#

Maybe something like IEnumerator MyRoutine() { yield return new WaitForEndOfFrame(); //fire }

#

Funnily enough, that was the problem I originally learned this server seeking help with, instantiated objects not lining up with their animated parent.

zinc ferry
#

Hey! I was wondering if theres anyway I can fix this issue in Unity. I believe I know why it's happening but I don't know how to fix it. Basically, I've implemented an attack animation/mechanic to my current project but due to having to animate it in a larger file (due to the length of the tongue-whip) it moves across during the attack time. Is there any way I can fix this in Unity, or am I going to have to mess with my source file?

modern portal
#

Does Unity have a workflow for importing Sprite frames of arbitrary sizes into an efficiently packed Sprite sheet or should I make my own Sprite packing algorithm?

hybrid tinsel
#

It does.

#

The sprite packer.

#

So I have this game object that has decided to just not keyframe at all suddenly.

#

Any keys I set seem to work until I play the animation and they are erased.

#

Very frustrating

hearty forum
#

Let’s not talk about empty sleeves with this.

covert thicket
#

Hello, I am kinda new to using animations, I want the character to do a pushing animation when it comes in contact with an object. The object moves but my character kinda clips through the object. How do I fix this

#

This is how it looks rn

#

Is it possible to use a different collider for the player and use character controller's is grounded property?

somber bolt
#

is there a way I can have priority for event transitions?
the transition from hurt -> death I want to trigger on death but play all of the hurt animation first
the transition from hurt -> idle has no condition right now and that seems to be ovverriding the hurt -> death transition

astral epoch
#

how do i reverse animation effectively with trigger?

#

i tried setting parameter for speed
but when i reverse it, it takes a few seconds for the animation to reverse

#

its taking very long time to open door, but when i open and close frequently, it gets shorter

near sierra
#

how do i get rid of this edge?

#

in the skinning editor that is

broken beacon
#

Y’all

#

I need help!

#

For some reason! When I make a camera walking animation in first person, the Y axis doesn’t respond with the animation as I tried to look up and down, but the player can look right and left with the animation

gentle wind
#

Is there any setup required for models themselves, meant to be animated directly (through code) using playables?

#

Or is it really as simple as, humanoid clips, humanoid rig, reference the animator in the graph.. etc

ripe lynx
#

Trying to animate multiple gameobjects at once. I have a model of a machine I need moving parts on for 20 seconds; animation window plays fine but play mode is completely different timing?

deep narwhal
#

i have 2 animations in blend tree they both play perfectly if they are sepratly but in the blend tree this comes

#

can u tell how to fix it?

vernal oar
#

hey what animation software should i use for 2d pixelated art

twin musk
#

Just Rotate it

hybrid tinsel
hybrid tinsel
deep narwhal
#

hey anyone there to help?

gentle wind
# hybrid tinsel That's pretty much it.

Hm had a feeling.. For some reason my mixamo rigged character isn't playing his state. The state itself is working fine, I have the graph visualizer and have gone through my code.. He just remains t-posed strange enough.

#

I read somewhere playables and mixamo avatars don't get along sometimes could that be it?

#

I know the two can work together I've seen an example of it, older version mind you so who knows.

hybrid tinsel
#

Is your avatar correctly configured? Does the animation play if you just use the animator without a timeline?

gentle wind
#

I'm stepping Manually mind you as well

#

I thought it must be like a setup error on the mesh itself, like the animations have to be baked to the avatar or something

#

Might just go with Animancer.. Supposedly very helpful, built on playables and has more documentation so 🤷‍♂️

hybrid tinsel
#

Ah, I haven't used playables separately from timeline myself.

grizzled eagle
#

Hi, it seems using IK with the animation rigging package (two bone IK constraint) doesn't seem to match its exact target whilst an animation is being played. I want to get a character to punch a target using a jab animation, so I play the jab animation and slowly apply IK towards the target throughout the duration of the animation, but for some reason, by the time the punch is fully extended which is when the IK constraints weight is also equal to 1, the characters fist seems to be off to the side for some reason, why is this, does it have to do with some sort of ordering I'm not taking into account?

grizzled eagle
#

So I think the issue was actually another constraint I was using on the model (multi-aim constraint) I thought this wouldn't be an issue because the IK constraint comes after the multi-aim constraint in the hierarchy, but after disabling the weight of the multi-aim constraint the ik seems to work perfectly.

brisk stag
brisk stag
#

animator entry goes to a state that has that animation as motion

hybrid tinsel
#

Did you make an editable copy of the animation?

#

Imported animations are read-only

plucky jasper
#

Hey everyone this is an outside shot, but is it possible to mirror animations (on sprites)? Like lets say I have two arms I want to move the same way, but inverted. Is there a fast way to configure duplicate keyframes automatically or is that something I'll have to do manually?

mint oak
hybrid tinsel
#

You can thank @celest crag for that one!

karmic mango
#

I made this mock up in Blender, exported via FBX, and I have these extra 7 bones. What did I do wrong?

hybrid tinsel
#

@plucky jasper the sprite renderer lets you flip the sprite

hybrid tinsel
hybrid tinsel
#

Check your hierarchy

willow cloud
#

How feasible is it to customize mixamo animations? There's a pack for axe-related animations, and specifically the reactions on those aren't as good as the archer reactions, and I'm considering trying to customize the archer ones to work well with the axe ones

forest delta
#

@hybrid tinsel excuse me please can you help me?

hybrid tinsel
# forest delta <@172484507788771328> excuse me please can you help me?

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Released on: 2021-07-30

Producer: Toby Chu
Mixer: Phil Levine
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Music Publisher: Mai...

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hybrid tinsel
light marsh
#

Is there a way to quickly duplicate an animation clip? When duplicate a clip in the project window with ctrl+d then rename it with the inspector the animation window warns that the clip name doesn’t match the file name.

hybrid tinsel
#

Weird. I never had a problem with that.

#

I'm gonna guess that some other issue is causing that error.

hybrid tinsel
light marsh
celest dirge
#

Hey guys! i have a problem with my animator

#

the animations work and run fine

#

only 3 of them

#

but when i add other animations

#

they don't get called

#

if i press S

#

the backwards going animation doesn't get played

earnest trail
#

i imported an animation from blender where i only recorded rotation. when i start the animation its position and scale are reset. how do i fix this?

cunning sparrow
#

Could someone tell me why does my new model look like this? ( I am using an animator controller from another model whit a new avatar for this model )

#

It has all the animations working but the mesh looks screwed up

#

Like it is stretched out just to fit the rig

#

The problem isn't in the scale but in the deformation. The original model is a hockey player

hybrid tinsel
#

Add some particles and you've got a ripper of a bad guy

#

So both avatars are humanoid and correctly configured?

cunning sparrow
#

It looks like a siren head 😂. The original model is a hockey player. Actually the avatars are not humanoid they are generic. If I try to do the humanoid type it says that the Head is not found. Also skin weights is 4 bones

cunning sparrow
#

Manged to fix it, it was a scaling problem with Blender

fervent sierra
#

Fellow Animation peeps, i need help! When i export a .FBX object animation to unity, the animation works in the preview but when i use it on a scene on the object, it just flips out crazy like the last few frames in. Past animations have worked before but now it just keeps happening :'0

Edit: Fixed it kinda, i drag and dropped the animation on animator thing which fixed it but i don't really understand why it fucks up with i copy and paste the animation to a clip

harsh ivy
#

So while making an animation, could you add a sprite and then remove it in the same animation? And also dynamically change its order?

hybrid tinsel
# harsh ivy no one?

Passive aggressive whining won't get people to answer any faster. As you can tell by the total silence since your first post, this channel is not super active at the moment.

hybrid tinsel
granite kite
#

is full body in vr hard to make

hybrid tinsel
#

No direct experience with it but I'm gonna guess 'yes' given how rare it is.

zinc pine
#

Hey, how can i fix right hand ? Did i anything wrong with multi-aim cons ?

#

If i weight down to 0 it fixed but when i grab a weapon it's not following to aim

#

Can i change weight of this with code ?

hybrid tinsel
zinc pine
#

How can i change up them ? @hybrid tinsel

harsh ivy
harsh ivy
#

So if it's a reload animation, would I need to make a hidden backup magazine or did I understand wrong?

hybrid tinsel
#

I am on mobile so can't see what you are bumping.

hybrid tinsel
#

You're doing the duplication inside unity, right? Not in the folder?

earnest trail
#

when i play animation using animator.play() i cant play it again?

hybrid tinsel
kind sail
#

hi, i need help. i wanna make a crouching animation, 1 animation for crouching and the other one for standing up

#

how can i keep the animated objects in the crouched state and not just replay the animation over and over again?

hybrid tinsel
kind sail
#

yeah alright, that did the trick

#

but now i am stuck on another problem

#

the animation itself works fine now, but for some reason it won't set the bool to true or false when it should

hybrid tinsel
# earnest trail

Doesn't answer my question, though frankly it looks like you have bigger problems

earnest trail
#

loop time isnt enabled

kind sail
hybrid tinsel
earnest trail
#

okay i put a 0 and now it works. i dont understand why though

hybrid tinsel
cobalt tartan
#

My player kept on playing the animation even when i have a condition. Can anyone help me out?

harsh ivy
#

if I have 2D game with a lot of weapons while inverse kinematics is in place, do I have to make a separate animation for each weapon in game? and how much storage would that take?

harsh ivy
cobalt tartan
#

an idle state as in an empty state?

#

i tried that and my model stop working, not being able to move

harsh ivy
#

as in an idle animation

#

that should play when the player is doing nothing

#

am I allowed to send links of videos?

cobalt tartan
#

i don't need an idle animation.

harsh ivy
#

alright then

#

sorry I have no idea

cobalt tartan
#

just trying to create a death animation.

harsh ivy
cobalt tartan
#

ok, thanks

frail shore
#

can soneone dm me to exlpain aboiuyt animations i have watched videos and docs but i oulnd understand it pls

upper cove
#

I've imported an .fbx file into Unity and i'm trying to get the animation exported with it to play. I have an animator controller that is set to play an animation on entry but the animation doesn't play. I know the animations exported properly because they should up in the preview. How would I fix this?

abstract coyote
#

why does my character disappear when i press play

hybrid tinsel
#

When pasting bones from a differently sized character into the sprite window, is there a way to bring the skeleton into the sprite window?

#

I see all the bones are there but they are not visible due to being either too big or just offscreen

#

Alternatively is there a way to zoom out farther?

#

hrm. I found a way but I don't like it

#

gotta change the ppu of the sprite to some amount that makes the sprite properly huge enough

agile solstice
#

Huh, that's annoying

hybrid tinsel
#

I am also getting INCREDIBLY tired of how occasionally the apply button reverts instead

#

Like, 'I want to put a foot through the monitor' tired of it

hybrid tinsel
hybrid tinsel
lean lily
#

I cant figure this out

#

But it can clearly access it

#

What is the issue

#

I dont know what to add to "Object" ive tried everything

#

The animator is connected to the Player object, just like the script

#

Nothing makes sense im going crazy

#

Please someone

lean lily
#

... () is the issue

zinc pine
#

I'm using animations from asset folder directly and i tried to build the game everything work expect animations. I read a few article about rename them but how can i do that ?

#

When i check the animations there is a (read-only) text at their name

hybrid tinsel
zinc pine
#

Is there a replace option ?

hybrid tinsel
#

I'm not sure what you're asking

lofty pine
#

Does anyone know how I can animate a part of a mesh with probuilder

zinc pine
#

@hybrid tinsel I duplicate them. Also from animator i change their motions with new anims not fbx. Also i change their animations name but still when i build it's not working

#

Have any suggestion ?

hybrid tinsel
hybrid tinsel
lofty pine
#

ah ok

hybrid tinsel
#

Depends on what kind of animation you wanted to do, of course.

upbeat silo
#

can someone help me set up animations with my player character

hybrid moth
#

greetings

#

I'm about to make a mesh animation

#

is it easier to use blender then export it to Unity
or use some mesh deform add on to do the animation there directly ?

agile solstice
hybrid moth
#

about to make a low poly animal transformation
at that point it will address me to some mesh transformation animation.
I hope Unity be able to read animated mesh with FBX
since I'm avoid alembic @agile solstice

fresh moat
#

Hello, I used Mixao to rig a generic character as a humanoid, however there were extra bones in the generic model which are now gone. Is there a way to add bones to a humanoid model, or to preserve extra bones? I want to add a jiggle effect during animation.

forest jay
fresh moat
forest jay
#

anyway how to make our basic animation plays constant without getting slow at the first and at the end

forest jay
#

wait we don't get it, where is the extra bones came from ?

fresh moat
# forest jay wait we don't get it, where is the extra bones came from ?

The extra bones were already with the model. There were some extra bones that were meant to jiggle. I had to remove them to rig the model as a humanoid through mixamo. The model works fine in mixamo, however those bones are gone and the parts that were supposed to jiggle on the mesh are immobile.

#

So I am wondering can I re-add those bones in blender and still have the model work as a humanoid.

#

Or is there a way to converted a generic to humanoid without removing those extra bones in the first place.

forest jay
#

if the entire process ended at Unity

#

do you mind if you creates those extra bones on Unity

#

and parents it to the rigs you've been import from mixmo

fresh moat
forest jay
#

there was some videos on yt, if it's a tail it would be related to Inverse Kinematic (I.K)

hybrid moth
#

I also need this either

agile solstice
#

thousands of animations?
There's multiple ways to connect animations and environment, and it kinda depends on the environment and how perfect you want it
If you've got a chest, you'd usually have to move the character to the correct position and rotation (or otherwise ensure they're in the right place) and start the animations on both character and chest

#

If you want character to grab a freely positioned object, you may need to use inverse kinematics at runtime to orient the character's arm towards the grabbed object

rain ether
#

hello

#

i'm a developer, and i now i want to model a character and animate him, does anyone know any good ressources or how to get started (using blender, i have like an hour of experience with it)

#

i know i can google that, but i want to see if someone knows a good way

rain ether
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or i think i should learn some more basics first

agile solstice
rain ether
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thanks, so do you know any useful ressources for starting (using blender)?

agile solstice
# rain ether thanks, so do you know any useful ressources for starting (using blender)?

There's so many different things to learn, so the choice of best learning materials will vary by your goals as well as preference
I found Andrew Price's donut tutorial series good as it's fairly all-encompassing and fast enough paced for my attention span
I've heard plenty of people preferred more the blender courses by Grant Abbitt for Gamedev.tv, as they focus more on game environments and characters and spend more time in each feature, although those aren't free

rain ether
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thanks, ill check the donut tutorial series

wintry mauve
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Why my animator play only Idle_0 animation????

agile solstice
wintry mauve
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Immediately as soon as I switch to the default state ( IdleSelector) through the StateMachineBeahviour, the OnStateEnter event occurs (in it I call the randomization of the Idle animation if the current state is IdleSelector)

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such a script hangs on each state

agile solstice
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Well the transition looks right
So it just starts 0 again even if you're in IdleSelector and the Idle integer is 1?

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Have you tested by setting Idle to 1 instead of random to force it go to 1?

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I admit I'm kinda unfamiliar with putting scripts directly on states
Usually I think you would use a sub-state machine to have a state with multiple possible states, instead of a dummy state like that

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My hunch is that if the dummy state has no motion the transitions might not work properly, but hard to say

wintry mauve
hybrid tinsel
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Or add a behavior script to each state you want counted

wintry mauve
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How can I create transition between (Up) BaseLayer and Entry?

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like this

wintry mauve
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And how to set SubMacchine is a Default transition on BaseLayer
like this

wintry mauve
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How do you randomize animations? for example, I did it like this, but in this case a problem arises: in this way it turns out that there is always a basic idle0 animation, which is always played and for everyone at once in the first place, as if the random itself appears only after this animation has completely played

well, let's say in the same way I want to make not an Idle animation, but a player's reaction (dance, jumps, claps). It turns out that all the characters (if it is a crowd of Persians) will first lose the dance (if this animation is set as the base one) and only then something else will randomize

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You can make a dummy, BUT: then it will be funny, when switching from a reaction animation to this dummy, animations will not mix, well, from an idl to another idl through this dummy

abstract coyote
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first time doing animation why does my character disappear when i add like the images to animation

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why does the 2nd and 3rd keyframe now work

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Not*

hybrid tinsel
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define 'does not work'

wet bison
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How should I go about animating multiple weapons, basically, I am working on a fps/party game type thing, but I'm getting confused on a part for animation and how I should do it more efficiently. I want to implement viewmodel arms that hold guns in unity but how should I go about adding multiple guns with different animations? because by the time the game is in 1.0 there is 30 guns planned. all having a different quirk to them.

wintry mauve
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How to randomaze reaction and Idle animations? I try to use sub state machines, but in this case I can't achieve correct mixing of animations, or correct randomization (you have to play at the beginning, always play the same animation)

gentle wind
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walking >> now idle, given index 0 - play blendtree idle 0.
idle >> walking >> idle again, index is 4 - play blendtree idle 4 etc

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or however you want that randomized sequence to go.. could be done over time

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just feed the animator an index

hybrid tinsel
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Yeah, that's how I do it

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I have a 'random' int that is updated each frame.

gentle wind
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Ok good- I have never actually done it thanks for confirming 😆

hybrid tinsel
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(Or just once, for objects that just need to pick a random loop once)

wintry mauve
gentle wind
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try it

wintry mauve
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did I get the idea right?

wintry mauve
# gentle wind try it

how to track that one animation of the blending tree to enable another animation IDLe, let's say the animation is played with index 2, it has ended. re-range the index and already play another animation in this blend tree

gentle wind
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the state of which animation is playing would be controlled by your "threshold" eg index

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@wintry mauve

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how you do that for what purpose would be defined in script

wintry mauve
gentle wind
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if I'm not mistaken you can also create sub-trees which allow for blend trees inside blend trees

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I don't understand the first part, the second part is something like..Anim.GetCurrentAnimatorStateInfo(

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and then check if it's finished or whatever you're trying to do

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these questions are all very google friendly

wintry mauve
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I don't understand the first part. First part???

gentle wind
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I want to constantly play IDLE animation and each time a new one,

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You want to constantly play a blend tree (idle) each time (idle clip is finished) move to the next one?

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Ok, so every time you change an index and the blend state reflects that, change it again..

grim grotto
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I'm having an issue with Unity's animation rigging that's driving me a little bit nuts. Animator states are no longer writing defaults on transition, causing animated values to persist into other states.

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This doesn't seem like intended behavior at all.

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I sort of worked around this by adding a single-state "default" layer with every property keyed in under all the override layers but this feels really hacky and I don't know what kind of overhead that is if I have to do it for everything that needs a rig

wintry mauve
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How to get all states in Blend Tree???

snow galleon
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yea so i tried playing with exit time and transition duration

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nothing works

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the player still slides

restive ibex
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post your context for this channel. Are you directly playing animations still or using transition conditions?

snow galleon
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i am using conditions

restive ibex
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alright, let's see the full transitions inspectors

snow galleon
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idle>walk

restive ibex
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and walk>idle?

snow galleon
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also i get a warning

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"Animator does not have an AnimatorController"

restive ibex
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well then, gotta fix that. Find the gameobject with your Animator component and you should see a field to select your animation controller inside there

snow galleon
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it is already there

restive ibex
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are you re-assigning the Animator inside your script to something else??

snow galleon
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not that i know of

restive ibex
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do you have animators on other objects that might be the cause of that warning?

snow galleon
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i only used Animator for reference

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No, this is the only gameObject i have so far

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i mean

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with scripts

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i have decorations and stuff

restive ibex
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can you show your code again? I briefly saw it before you deleted it

snow galleon
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wow unity crashed

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and i didnt save

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how nice

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not important, the warning is gone

restive ibex
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sigh ok that's great. So when you play and you hold one direction, it eventually starts playing the animation for walk? did you say you fixed it before by disabling exit time on the idle > walk transition?

snow galleon
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but in the beginning it stays the same and slides

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and no, turning exit time off didnt fix it

restive ibex
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I have something like this for one of my test projects and it seems to work.

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Are you sure your "Walk" animation doesn't have a few frames where it stands still in the beginning?

snow galleon
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try to spam LEFT button on ur device, but dont hold it

snow galleon
restive ibex
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are you suggesting it works for you when you hold left, but slides when you quickly tap left repeatedly?

snow galleon
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"works" is a strong word, but something like that

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i can see the player sliding for a split second

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but yea your statement is correct

restive ibex
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well the second part of that will have to do with the exit of the transition from walk > idle

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in that case try setting has exit time with an exit time of 1 for instance (in your walk > idle transition), to make sure it always completes at least one loop of the walk animation. (or like 0.5 if you want one of the two steps to play)

snow galleon
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but if i increase exit time, the sliding lasts longer

restive ibex
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in walk > idle?

snow galleon
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ah no

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k ill try that

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yea now its sliding every second

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not every second but every 2 seconds maybe

restive ibex
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my dawg, double check your actual animation to make sure it loops nicely (and loop is enabled where appropriate)

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btw you can also watch the active animator state during your gameplay to get a better understanding of which state it is in. Just select the GameObject the animator is on. For instance:

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if the timing of the state looks correct/smooth w.r.t. your movement, but not the animation itself, it would suggest to me that there is an issue with the individual animation

snow galleon
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How do i set my JUMP animation to only go off once, and not loop?

restive ibex
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in the animation itself (not the controller), disable loop time. I saw what you said in #💻┃code-beginner but thought you had ghosted me. Also you can do something like start a coroutine that sets the "Jump" parameter to false on the next frame if you don't want it to re-enter the jump state. On transitions FROM jump to other states you might want to enable exit time, and set it to 1 if you want it to complete the jump animation before it transitions back to another state.

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sleeping now, gl

snow galleon
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okay thank you

twin musk
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im having this problem where my character moves normally without animations
but when i enable animator, the animation works but my character doesnt move and if i apply root motion, the character moves in y axis only and not in x axis

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i tried many things but none of them seem to work

abstract coyote
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why does my 2nd and 3rd animation not work

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the first one works but the 2nd and 3rd make him disappear

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i maybe fixed it but how do i make it stop at the 3rd

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i did not

abstract coyote
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i was wondering if theres maybe 2d templates for animation since i suck at drawing

zinc pine
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Hey, When the object die and animation start, it stays on the air because of collider. How can i fix that ?

zinc pine
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Looks like it's because of that character's mesh

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Can i fix it somehow ?

lyric rover
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Can someone help me with the Animation... The animation i did in Blender slides in Unity : https://player.vimeo.com/video/718739362?h=9d26d09092

I dont know the reason behind it.. i tried it all.. i baked the animation and exported it as it should from Blender to unity.. but the animations are differe from one another

I got almost close to fix the issue.. i turned off Resamble Curves and set the possition error to -10..... but still.... slide does happen

agile solstice
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<@&502884371011731486>

gentle wind
gritty frost
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!warn 603578962664226816 This isn't a platform for you to promote your unrelated projects.

dusk valeBOT
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dynoSuccess Warning logged for SonicGamer1180#8216. I couldn't DM them.

zinc pine
ripe lynx
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This happens after I copy and paste animated gameobjects from one scene to another. I lose the animation

Also, if I only select certain gameobjects from the hierachy, with animations, they don’t export in my fbx file

deep thistle
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but if you're copying the whole gameobject, it should work 🤔

twin musk
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Hi so I'm trying to make my first reload animation and I keep getting this warning:

The AnimationClip 'ReloadAKM' used by the Animation component 'AKM' must be marked as Legacy.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

But then when I set it as legacy I get this warning:

The legacy Animation Clip "ReloadAKM" cannot be used in the State "ReloadAKM". Legacy AnimationClips are not allowed in Animator Controllers.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Does anyone know how to fix this? Thanks

umbral quarry
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here is the power of timeline
learn how to combine as many animations as you want and make them 1 standalone animation right inside unity using all free tools , make .fbx file and export to any other 3d engine that supports fbx format.

https://youtu.be/JtETMFUyPNk

in this short tutorial you will learn how to combine multiple humanoid animations and make them as one playable animation right inside the unity3d engine

▶ Play video
fallow dew
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Can anybody tell me if animation rigging allows to limit joints to only rotate around one axis? E.g. having a chain IK but each of the bones can only rotate in one axis?

zinc pine
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Hey

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How can i change my object position with landing place after jump

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Why it's not moving with object position ?

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After he's animation done he teleporting back place

agile solstice
# zinc pine Why it's not moving with object position ?

If nothing moves the object position, it won't move
"Root motion" is used to solve this problem
Or you can "teleport" the position to the landing position at the same time when the animation ends, but the position/collisions won't match during the leap

zinc pine
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I will check it thanks

echo sundial
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hey
i have a unity animation that plays once on trigger
my objective is make it go in reverse once, i managed to get it to play in reverse but it keep looping infinitely
anim.SetFloat("Speed", -1);
how can i make go reverse only until it reaches the initial state?

hybrid tinsel
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Though I believe that that requires root motion to be enabled as well

vivid barn
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I have animation compression off and simplify in blender export settings at 0 but for some reason, my animation is still jittery. Any ideas?

vivid barn
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Trimmed a little early by accident. Basically, the hand stays on the object in blender but decides to slide around the object in unity

agile solstice
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Hmm, I would've expected compression and simplify to be the culprit

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@vivid barn Inaccuracy problems are most often inherited from some (or multiple) bones up the hierarchy
If all else fails you could look into securing the extremities into their place/motion with IK

vivid barn
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I'll have a look through my rig for any problems and come back if I find a fix

snow depot
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@vivid barnmake sure unity isn't reducing the number of keyframes

split jolt
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basically I want the gun to immediately transition from reloading animation to idle when fired while reloading

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no smooth transition

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just immediate

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but it isn't doing that

hot sphinx
# split jolt

you can edit the settings to remove the exit time and the transition time in the transition from reload to idle

signal cloud
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Anyone mind helping me out with a small issue? I'm working on gun animations at the moment and I seem to have this weird issue where if the magazine moves out of sight the whole gun disappears

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I was testing it and I confirmed it's whenever the clip/mag moves out of sight of the camera the whole model vanishes

agile solstice
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You can use "update when offscreen" option on skinned mesh renderers to solve this kind of issue

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It's more costly than modifying mesh Bounds to be large enough to prevent accidental frustum culling, but if in case of viewmodels I don't think it makes a difference

gentle sigil
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Hi, I'm currently doing a top down thirdperson controller using the Character Controller component and by moving it with Move() function and i want to add root motions to my movement for attacks animations.
The problem of course is that after the end of the animation, the player position go back to his initial state and the camera is not following him nether.

// I also wanted to use that kind of method for the dash animation but i ended doing a Coroutine where the player go forward but in that case, the player can go threw walls and thats why i check with a raycast if there is a wall but it doesn't work everytime ( check in fixedupdate + OnTriggerEnter lol )
My current method 🙁 :

abstract coyote
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omg i cant animate i suck so much at drawing

cinder gale
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I have a parent and a child. The child has an animator which makes it rotate. My parent rotates along with it, but I don't want that. How can I fix this?

cedar ruin
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What kind of animation is that? Was it made in unity? Provide some relevant details when you ask a question.

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A screenshot could be helpful

cinder gale
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It was made in Unity indeed

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Hold on

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So the sprite child has the animator but it also rotates the parent

cedar ruin
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From the look of it, it shouldn't be affecting the parent.

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Assuming you don't have an animator with the animation on the parent as well

cinder gale
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This is the parent

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It makes my wallcheck child move along with the rotation of the parent, which is not ideal. So that's my problem really.

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I found a solution by freezing the rigidbody Z-rotation

stuck blade
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hi, i have a problem where my 'shoot' animation only plays a frame before switching to another animation, i'm pretty sure the reason for this is that other animations like idle will always play if the horizontalInput is 0, not allowing the shoot animation to play, so how would i work around this problem?

glad lynx
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@stuck blade usually you look at the animation state machine running in a window while the game is playing and just see where the ping is going when it skips past the animation.

It could be a number of things. Most likely Any State is popping something off and you just need a boolean to ensure that doesnt happen during a certain animation

stuck blade
glad lynx
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@stuck blade yea one solution to that is just having shoot=False as something needed for the idle state

stuck blade
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k, will try that, thanks!

steady cliff
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Does anyone ever set up a physics engine interaction and then make an animation out of it?

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Like just to get something realistic looking, then like copy it with keyframes. I'm new to animation just thinking about that.

twin musk
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im trying to make a top-down 3D player controller, and im having trouble getting the animations to work properly.

the controller lets the player use "WASD" to move, and the mouse orientates the player. The mouse doesnt lead the player to walk in its direction. for example:
if the mouse is on the left side of the screen (player is facing left) to move forward, you have to press the "A" key, "w" = right "S" = left and "D" = back.

the issue im having is trying to figure out how to make the proper animations play, depending on which direction the player is facing. im using a 2D direction blend tree for the animations,
and the animations work just fine when the player's rotation is 0,0,0. but i cant figure out how to get the animations to work when the player is facing in other directions

thorn mason
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hey, this always confused me lol
does write default refer to the default state? so that other states resets based on whatever is in the default state?

signal cloud
abstract coyote
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how would i make a sword stay on the same hand when the character turns

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this just happens

abstract knot
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Question: how do you fire a state from the new Animator window through code??

glad lynx
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@abstract knot setting the parameters of the animator controls the states. then you go for example for boolean animator.SetBool("variableName", True) which changes the variables inside the animator

hybrid tinsel
hybrid tinsel
hybrid tinsel
steady cliff
zinc pine
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I have a word space canvas for hp bar inside the enemy folder. That because of that it's rotate with enemy direction. Can i somehow fix that to player direction ?

hybrid tinsel
hybrid tinsel
agile solstice
noble spindle
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hi
so I've finally finished the character controller and another important game mechanic for my fps project and I wanted to get into animating hands in blender, but all the tutorials I've seen on Youtube seem to have a a rig with a sophisticated setup that makes it look like they have implemented an IK system but I don't find one clearly stating the setup of their models apart from rigging for animation.

would someone please help me understand how exactly their models are setup, or preferably in my case how do I set mine up.

Ill be using hands for guns where the right hand will have the pistol position and the left hand would act as a support holding the right hand from below something like this

spare parcel
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Hello there,
I need some animations that I can't really find on the web, and even on the asset-store, so any advice where to find:
Drunk Animation, Puke, to crawl and faint and standing up from faint?

sand meadow
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Hey guys, we are experiencing some problems due to Root Motion. Is there a way to import and configure new clips for Root Motion (as Animation tab in Import Model) later than initial import? We add new animations every day! Thanks in advance

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Apart from that, some advices on Blender to Unity animations for importing IKs? Our feet do weird things that don't show on preview... 😫

wide peak
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so i imported an fbx model from blender, it has animations built into it so i can use the humanoid animations. It also has an additional bone (it doesn't go into humanoid settings). It's basically a gun hold bone so i can stick any gun mesh in there and it will be already animated. But for some reason when i imported it into unity the gun bone isn't moving. I changed the mask settings to include it but it still doesn't work. It also only doesn't work in play mode, in animation view everything is fine.

abstract coyote
agile solstice
# abstract coyote scale what do you mean?

It's a common technique to negate the horizontal Transform scale of a gameobject when making it turn in 2D space, though this can cause unpredictable transform changes to be passed onto child objects like weapons

abstract coyote
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so how would i make it be on his hand instead of flying when he flips his x

boreal rain
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is there an easy solution to add some kind of offset to my AI's so that the animation isnt played in sync?

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I couldnt find a solution

agile solstice
abstract coyote
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no and its because the sword doesnt move it only flips

agile solstice
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Usually you would move the transform that serves as the attachment for the weapon to the other side of the character when they turn, using specific coordinates and then flip the weapon sprite

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But when flipping sprites consider that they flip around their pivot point (defined in sprite editor) which can add an unpredictable offset

abstract coyote
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uhm

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ok

boreal rain
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but that looks unnatural

agile solstice