#🏃┃animation

1 messages · Page 96 of 1

boreal rain
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hmm don't think I can use that as my AI is moving via blend trees

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perhaps updating my blend tree input with random offset?

agile solstice
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I don't see why you couldn't use this with blend trees, they're states after all
If the blend tree plays with random time offset, then it'd guarantee they never play in sync regardless of when they start walking

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The second line is not strictly necessary, it's just a quick reference to currently active animation state

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Only anim.Play and Random.Range(0f, 1f) are the important parts, but you'll have to figure out some way to play the correct animation state on the correct layer

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You can also use strings but I prefer hashes

abstract coyote
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i understood some of it

agile solstice
abstract coyote
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facing left

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facing right how to i make it so its on his left hand

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and ik its bad its just a test character

tiny iron
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One of my first characters in Aseprite for 2D game

abstract coyote
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i cant animate for the life of me

boreal rain
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the correct way is to use the value in the animator called 'Cycle Offset'

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you simply assign a random float value ( 0-1 ) in a Start() Methode for every soldier and it works.

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thanks anyways!

pseudo umbra
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Hi! I'm having an error with a blend tree. Every time I hover over the animator with the blend tree opened, an error in the console pops up: BlendTreeWorkspace is NULL. I googled a solution but it didn't quite work. Anyone know a fix?

gentle sigil
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Well I fixed my problem. I don't know "how" and why. Just pure random magic
But oc I activated root motion / OnAnomatorMove() ....
What I know is that animator.deltaPosition was useless but animator.ApplyRootMotionThing(); fixed it. Fixed it when my character wasn't flying 100meters in the sky after an export from blender ( unity problem ik but still pretty annoying as always )

hybrid tinsel
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You can edit the animation settings after import.

sand meadow
# hybrid tinsel You can edit the animation settings after import.

Yes, we know that! The problem is that I can't add more animations through this method after the first import, right? There is no option for adding more than the ones that came inside the model. Isn't it? Example: we add two animations today, and tomorrow we want to add a new running animation, is there a way to do that or do I need to import another FBX with that animation?

hybrid tinsel
fallen arch
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I Have a question. Is there a material that explains why some variables become grey in the parameter list inside the animator controller?
And how it behaves when its value is changed in between different layers?
i feel i am failing to trouble shoot something in my project but i can not quite gasp some base concept idea of unity. I am getting a little desperate

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also, is there a way to automate the creation of anim files?

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i would need to make at least 150*150 files

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150 blend 1D trees

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too

polar granite
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How can I change the material parameters from one single material slot without affecting every other ones

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As when I change the Offset from 1 slot it changes all offsets

sand meadow
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Apart from that, we are still experiencing another major problem we need to solve: our animations imported from Blender show shaking feet on Unity (even with Root Motion and IK activated). Could you please help us? Thanks in advance 🙏🏻

hybrid tinsel
sand meadow
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Could it be, @hybrid tinsel, because we use Generic skeleton (the character is not a human)? And, it this is the problem, how can we solve it?

hybrid tinsel
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You can try fiddling with your import settings for keyframe reduction, etc, to try and reduce the jitter

ebon holly
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these mixamo animations are really a god send -- can i use these in production?

hybrid tinsel
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Mixamo terms generally allow it as long as you're not reselling the animations themselves

sand meadow
ebon holly
hybrid tinsel
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The humanoid one is mostly for jitter introduced when retargeting.

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It won't help, for instance, if the actual animation is jittery

sand meadow
hybrid tinsel
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Whether to use root motion is up to you really

sand meadow
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Do you know any way to reduce jitter on Blender, @hybrid tinsel? Thanks a lot in advance

hybrid tinsel
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I don't use blender

sand meadow
ebon holly
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IIRC you need a jump start as well as a fall animation in your case

some people do it in 3 parts, jump start, fall, jump end

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but yes youd make 2-3 different animations, have your animation controller blend them, not looping the first, looping the second, and not looping the third if i remember correctly, im sort of new to animation myself

misty mantle
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I dont know how to make my animation controller put them together, i want the fall start to play once then loop the fall animation i dont know how to make my animation controller do that

ebon holly
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Why is it that when viewed in Mixamo, my characters animations are fine and dandy, but when I import them to the same character in unity, I have wobbly arms and legs?

ebon holly
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And yes, I AM copying from the correct character avatar😦

ebon holly
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I think it has something to do with my Motion settings?

granite kite
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Does anyone have a good rigging video for blender 3.0

ebon holly
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I figured it out on my own, if anyone is having trouble in the future, make sure you use <none> for motion settings and set both root transform and root transform x to bake + original, and root transform position xz unchecked original

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you may need to make your own offsets like i did for my idle though

misty mantle
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I've had a lot of trouble googling this because I don't know how to word what I'm trying to do. I have a fall animation in a platformer. I want to run an initial fallStart animation then loop a regular falling animation. So I want the first animation to run once, then loop the 2nd one until the player lands. How do I do that

ebon holly
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you need to create a falling state iirc in your animator controller

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or a parameter (bool)

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so if your character is falling it will play that animation only

misty mantle
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i have an AnimState parameter

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but how do I code the first animation playing once then looping the 2nd

ebon holly
# misty mantle but how do I code the first animation playing once then looping the 2nd

https://www.youtube.com/watch?v=dJPnqv2IOTE this is a little like what youre looking for

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

► JOIN OUR DISCORD
https://discord.gg/jzmEVx5

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGra...

▶ Play video
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and here is another one that might help https://www.youtube.com/watch?v=sJvWmFYSQFY

In this Unity tutorial we're going to look at at how we can add an animated jump to a character.

We’ll look at how we can trigger animations when the character jumps, falls and lands.

The project files are available to our patrons here:
https://www.patreon.com/posts/59537187

Want to follow along? This project is a good starting point
► http...

▶ Play video
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here is her tree

steep kelp
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Is this the section for Timelines?

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And playables?

cinder gale
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Hey there. When my player runs into a wall, and I keep holding right, my players animation flickers between idle and running. Is there a simple way to prevent my player from running when colliding with a wall?

trim hatch
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Do you want an animation to play or no animation

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Some animators are physics dependent some aren't

cinder gale
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Well just the idle animation which in this case is just the sprite in the first picture

trim hatch
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Ok then you'll have to edit your movement code to do a raycast that checks if theres an object in front

ebon holly
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Hey guys, I must be doing something stupid. I made my own characters in blender and imported them to mixamo, got animations, then put them into unity. My player is working perfectly now, but for some reason my enemy AI won't switch his animation to walking or running depending on his speed. What gives? Everything between the two should be the same.

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To be clear, the enemies idle is working just fine, and his animation controller is set up properly to blend between them

trim hatch
ebon holly
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Oh damn, thanks hamboy, I didn't even see the AI channel. I'll do a little more poking around then head over there 👍

ebon holly
trim hatch
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Nice

limpid swan
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how do I make this curve straight

trim hatch
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try right clicking a key and set to flat

steep kelp
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We can't loop sequences in Timeline, right?

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Nor jump into parts?

twin musk
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What animation software works best for Unity?

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specificly 3D animations?

steep kelp
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Apparently it's maya

agile solstice
dusk wharf
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I've just set up a 3rd person controller asset with a custom character, everything is working animation wise(idle, walk etc) but my character is not moving location(walking on the spot)
I had the character moving at one point without the animation, not sure what I changed/turned off
If I jump I move around the world, still cant figure it out

midnight acorn
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Hi does anyone know why i don't see my bones when i put the alpaca on the scene?

charred belfry
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Your gizmos are disabled

midnight acorn
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allright, thanks a lot

midnight acorn
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ok so i have this alpaca on few different layers, with bones too, with animations but i how exactly do i make it move as my previous player prefab?

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animations work with my player controller but alpaca doesnt move

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when i put rigidbody on the parent it doesnt seem to work

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if the question is too stupid some good tutorial would be great if you know any 🙂

midnight acorn
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ok the animation keeps my alpaca in place

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i think i need to redo the whole thing

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no idea what else can be wrong

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wait no... it should work if its all parented...

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if anyone who sees this knows the solution please ping me

midnight acorn
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ok all i had to do was reset position on every child

novel skiff
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What's the easiest way to add a .mov as a loading icon?

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Make it a gif or not?

agile solstice
# novel skiff Make it a gif or not?

There's no support for gifs
Your best bet is to make it an animated sprite or material from an image sequence
There's a video player component but it's probably not best suited for a loading icon

near sierra
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is there a way to add any new sprite bones to a sprite skin component

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this is involving a 2D rig that is part of a prefab i made

hexed vector
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i'm using rigify in blender so all the bone names are weird. i tried matching up the bones to the ragdoll wizard and this was the result

granite kite
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hi cant delete this bone for some reason

spiral berry
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hey yall quick question, so i have a player in a 2D game and i wanted to add the ability to "shapeshift" them by switching animations and some other player variables, and i just wanted to know if there is a way to switch the animation clips' sprites in script, or do i have to make a new animation clip and/or player object for every variation? thanks

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and by switching animations i mean changing the sprites in already set up clips (like idle, run, etc)

spiral berry
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oh thank you!

midnight acorn
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hi anyone knows why pivot points on my sprites don't change?

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it stays in the center even after i set it manually in sprite editor

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yes, apply was pressed

left valve
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Did you change it in the spriteRenderer?

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aah nvm that is for sorting

midnight acorn
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yea i did and still have no idea why it doesn't work 😦

hybrid tinsel
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Check that that is set correctly

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Or you can spend hours trying to set the pivot 😄

midnight acorn
boreal rain
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Not sure if this channel is the right place for this question but here I go :

I'm currently thinking about how I can animate an NPC with a random weapon. So the weapon is an object itself and the NPC as well, 2 seperate objects.
How can I combine for example an reload animation? Do I need to do it with IK? How do I make an hold animation and attach the hands correctly? Also IK?

and if so, is IK expensive? Let's way I got 100 NPC's doing that with IK.

tulip nexus
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when i export a combined blender mesh (man+hat) with an animation to fbx, i get two individual meshes and only one (man) is animated but the hat stays in place. ive been looking through tutorials but couldnt find out how to fix this

polar granite
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How can I change the material parameters from one single material slot without affecting every other ones while animating
As when I change the Offset from 1 slot it changes all offsets

agile solstice
polar granite
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godamnit

agile solstice
# polar granite godamnit

However, scripts can modify individual materials in two ways, and their variables can be animated
First is accessing renderer's .material and overwriting its properties, so it creates a clone of the material that's independent from the rest (at the cost of creating extra materials)
The second is using something called MaterialPropertyBlocks to do much the same, at the cost of slightly more complex code and varying incompatiblity with scriptable render pipeline's batching optimization

polar granite
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yeah i would like to know the first option

empty bough
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What tool is the easiest to use for 8-bit animation.

pastel ingot
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Anyone use Cascadeur before? Is it good?

upper latch
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Can we animate in unity with the animation window?

deep thistle
upper latch
# deep thistle Yes thats the point

so I have one animation that I did with blender and when I exported because of the scaling the part of my mesh is way to far so I deleted those keyframes and added new ones but there is no visible change when I move the part of the mesh

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the values change but the part does not

upper latch
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ok I found that I was trying to move the wrong child object

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the one I needed to move was under armature

robust turtle
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I don't know if it's should be script related so tell me If I'm wrong. My animations don't work there is no error, but when I'm reloading unity with updating any script (doesn't have to be the script that is related to the animation itself) the animation are working. I already tried updating unity to a newer version but it looks like the issue is still there. Is there any way I can fix this? I'm using a model with animations from Maximo. If more info is needed tell me and I will provide it (I'm currently on version 2021.3.5f1)

polar granite
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why the fuck 1 blendshape stays on when im moving it from blender to unity

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a blendshape stays at value of 1 when imported to unity

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altho in blender it doesnt and works fine

polar granite
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nevermind, fixed it

fervent citrus
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I've got a little issue with the animation of my feedback panel here. If i click the button (upper right, it's basically just SetActive(true), and) the first time, everything gets animated as it should. when i click somewhere else the panel closes normally and it gets SetActive(false).
However, if i open the panel again everything is gliched out, and it doesn't really play the first transition, but rather a weird version of the last, before transitioning into the idle state and getting invisible (at least that's what is looks like).

I only use one trigger, for the closing animation. If i press somewhere else, "isUnpressed" gets triggered and the closing animation plays.

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ignore "isPressed" that's just an empty trigger that does nothing

empty copper
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Could someone please help me with the terminology of this...

I would like to add a "freeze frame" or like a screen to my VR game that halts all interactions/gameplay and tells the user they had failed or succeeded.

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Like so,

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or is there an alternative feature within Unity that allows us to create a end screen?

pure prawn
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Hey there! So im having a problem with Mixamo animations and trying to put them on my own character?
right now I have a character controller on my character, and i have those three animations, however, the 3d model isnt moving at all. Im not too sure what to do? Do i need to somehow change the names for each bone? any help is appreciated!

agile solstice
agile solstice
# empty copper thank you so so much!

Usually you would pause the game by reducing Time.timeScale to zero, and set Animators to use "unscaled time" if you want them to animate in realtime despite timescale changes

empty copper
twilit talon
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Friends I have a couple of questions about unity, could you answer them if you know something.

  1. When will dots and Entities ? Next year?
  2. When will weta digital tools be released?
  3. What innovations await enlight GI? HDRP? What new unity will bring us with the arrival of dots in terms of graphics?
  4. Expect the appearance of an analogue of nanite or innovation in lods
  5. When will there be a state machine for animation?
  6. When will the animation graph from the roadmap be released? With the arrival of dots?
lean sage
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  1. You accidentally a word 2-3. Nobody knows 4. Not a question 5. Since about 2015, probably earlier 6. Nobody knows
hybrid tinsel
signal citrus
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How do I rename these keyframes without making a whole new animation?

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I have objects for the bolt and the mag but they have different names

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I just want to know how to assign those objects for this animation.

fallen arch
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I wanted to copy a value from "controller" to "end currency", but the VRC copy parameter doesnt seem to work
"End currency" does not show up anywhere else apart from a value of input in a blend tree
It is a value that can be set by the user at some points, but when hitting "stop" the value set by "controller" needs to be saved to "end currency"; like a "new end"
"Controller" is not set by the user at any point, nor "Beg currency"

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Wanting to set a value from the animator controller

signal citrus
fallen arch
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Check the entire path and spelling.
Try clicking preview

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Or record

cold axle
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Hi everyone. I'm having the smallest animation issue that I can't seem to work out, I'm on day 3 of it. The character moves, faces, and plays animation for Y just fine but with X, the character doesn't face until I release the key?? It's a simple Zelda-esque scene, I'm unsure why player doesn't turn until release.

hybrid tinsel
delicate sluice
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im trying to use a blend tree, but when i move from one animation to another, there is no transition, it just abrubtly switches to that animation in a non smooth manner

delicate sluice
hybrid tinsel
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Is one function called when the key is pressed and the other when the key is released?

fallen arch
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I made a simple Python Algorithm. I need to put this logic into a tree but when setting a value to be that specific value, it doesnt Become that value

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When i try to save Beg_Size in those equals signs using VRC copy parameter, it doesnt copy them

fallen arch
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This is not supposed to be a C#

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Just something that needs to be translated into animation cells

hybrid tinsel
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I don't understand what you are talking about.

fallen arch
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I have to make this code for an avatar

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And you can’t upload c# to VRChat. So I have to use the animator controllers states and layers only as code

slender dirge
ripe lynx
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It seems some game objects’ animation in my scene have a different frame rate than others in the same scene? How do I convert my overall project to one fps?

waxen mulch
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hey, i have a question, i want to add animations and character controller in this character, can someone help me? ty

polar crater
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Can someone help and explain why my muscles are like this?

polar crater
cold axle
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@hybrid tinsel I don't believe so

vivid forge
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is there any way to record an object's movement without manually adding every keyframe, like pressing a button and being able to move the object while automatically adding the keys to the animator

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nvm figured out a workaround lol

ripe lynx
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Any way to export an image sequence at 24fps? The unity package i have from the asset store only has 12, 30, and 60 fps

elder rampart
ripe lynx
elder rampart
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yep! PNG, IMG, and EXR's

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available in the package manager @ripe lynx

ripe lynx
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Amazing, I see jpeg here too. One issue, any idea why I would be getting a 30 fps image sequence when the target is set to 23.976? All my animations are at 23.976

brittle raft
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Is there something similar to the "multi-aim constraint" that's compatible with the 2D animation package?

elder rampart
ripe lynx
# elder rampart what frame rate is your timeline set to

Ah, so it’s set to 24 but I just realized I don’t even have this on a timeline. If I already have everything timed and animated how I want, how do I add all those gameobjects to a timeline?

Would I select all and create the timeline, or create an empty game object first? I’m seeing a few different ways wondering which is best. Thanks

delicate sluice
ripe canopy
delicate sluice
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wdym

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i right clicked the open space and clicked new blend tree

ripe canopy
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Im having a nightmare with my blend tree too tbf. Ive added all the animations in the right place on the tree but when i test the game, it only plays the two animations for walking forward. First it plays slow walk and then run and no other animation. the problem doesnt even end there. So not only does it only play two of the seven animations ive added, when one plays it doesnt stop playing. If i fast walk it plays that endlessly even if i stop. so it doesnt go back to idle and if i start slow walking it just loops the fast walk animations

ripe canopy
delicate sluice
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oh

ripe canopy
delicate sluice
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i tried that but it still isnt working

ripe canopy
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hmm

delicate sluice
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thats why its still playing

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or u havent set it back to 0 or whatever ur idle animation is set to

delicate sluice
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whatever variable ur blend tree has

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or variables

ripe canopy
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but the animation has to loop otherwise half way through walking the animation just ends

delicate sluice
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true

ripe canopy
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i think ive just figured out the problem, all my snimations go into one slot in the blend tree

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only problem is i dont know how to fix this

delicate sluice
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im not a pro animator but i think ik why

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see u have all these variables on the left

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these ones

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ur animatoins are only connected to 1 variable

ripe canopy
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yeah but how do i fix that?

delicate sluice
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nvm those arent variables i got confused

ripe canopy
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i fixed it for a second and idk how but then i pressed play it they all went back into one

ripe canopy
delicate sluice
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if im being honest i have noidea

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im kinda new to unity so this has never happened to me before

ripe canopy
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i get here but when i press play it just goes back to one lol

delicate sluice
ripe lynx
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How do I add an entire hierarchy to a timeline? I already have my animations done but forgot to place everything on a timeline first

ripe lynx
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After linking my animated game objects like this, should they be showing up in the timeline? Or is there another step i’m missing?

Most of what I can find online involves recording animation onto a track, but I already have everything animated and timed in play mode. Just need to add the entire hierarchy to a timeline to export

Thanks!

shut plover
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guys can i use .bvh file extension for object?

willow meteor
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Hello, I have a bunch of models and I want to import them into unity frame by frame to make an animation. How would i approach this?
Thank you!

crisp onyx
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hi, i have a question
is there a way to add a unique state to an animator override? one that wont exist in the original one

fallen arch
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How do i write a C# StateMachineBehaviour to copy the value in scale controller to those two in the red arrows?

fallen arch
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React with X if it is impossible or you don’t have any idea either

viral cipher
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Hello

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I am having an issue with my animator

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it says "Animator is not playing an AnimatorController"

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But the animator DOES have a controller

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Using a simple Debug.Log : Debug.Log(_animator);
it returns the UnitRoot

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which is the correct object

hybrid tinsel
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@willow meteor you can either manually animate each object being turned on and off, or you could write a script to handle it for you

hybrid tinsel
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Update doesn't get called on state machine behaviors.

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Otherwise, you can get and set floats as normal.

finite fog
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Hello everyone, nice to meet you! First time posting here.

I have worked on quite a few projects in Unity and I always struggle with timelines, especially when using them to animate GameObjects that have animators with state machines in them :/

In this example, the first clips on these tracks have pre-extrapolate set to "Hold". When previewing the timeline in the editor, it shows my desired outcome correctly. However, when I enter play mode, during this part of the timeline, these animators' current state animation keep playing, as if the animator had priority over the timeline. Shouldn't the timeline animation tracks (including the pre/post extrapolate parts) have priority over the animator state?

fallen arch
olive frigate
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Greetings, fellow animators. How would I be able to animate 2 characters at the same time? Fighting or dancing, for examples. Where I would move a limb on "Character#1" then keyframe and quickly move a limb on "Character#2" then keyframe, all while keeping them in Preview mode. ( I'm using animation rigging with IK's if that makes any difference)

frosty rampart
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Wait, is there seriously no way to involve variables in an animation? So I can't move my object a random distance, or make a character recoil an amount based on the speed of a projectile?

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Everything is bringing me back to animator parameters, but it looks like the animation sets those. I want to set values within the animation

twin musk
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i need some help with unity's 3d animation
i have a working run cycle exported into unity , but it gets cut short during playtime

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update: nevermind , it turns out it was just going back to idle

austere furnace
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Does Unity have a way to lock root on root motion animations?

austere furnace
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So I guess "Loop Pose" did what I wanted, but I'm not sure why it's called that... hmm...

dusty jacinth
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i have to slightly change the position of my gun in my game, is there any way to do this without absolutely destroying the animation??

timber terrace
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Hi, i have a problem with an fbx file. I made 2 actions in Blender, an idle and a running animation. They both work fine in blender but after exporting it to unity i have a problem with the feet of the character since they are on the wrong position in the idle animation but work fine in th other. I have tried some stuff but nothing changed. Here is a image that shows the problem. Can anyone help me with this ?

austere furnace
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@timber terrace Do you have any other animations imported in Unity? If so, are they working right?

timber terrace
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no they are the only ones, i just wanted to try them out in unity

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that only happens when i export both animations in one fbx file

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when they are seperate they work fine

austere furnace
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ooh, maybe you had the animations combined somehow? I'm not too sure. I always export animations individually

timber terrace
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i also exported individually and wanted to put the other animation on the mesh but it was still bugged

austere furnace
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hmm

earnest pollen
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How do these jumping slime animations look ?

twin musk
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It looks good!

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one thing that could maybe add is adding more frames in the squash.

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and ease into the reset

earnest pollen
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👍

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So more inbetween frames . And longer squash ?

twin musk
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ye

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and if they are going to squash that low then they should be in the air a hair longer

timber terrace
# austere furnace hmm

Well i kinda worked around it by making it one long animation where i just cut them, that seems to solve the issue, but thanks for helping 😄

austere furnace
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ooh nice! Sorry I wasn't a bigger help 😅

timber terrace
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thats ok, you helped me mentally 😄

near finch
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Does anyone happen to know what I'm doing wrong here? It seems to be doing a little double jump animation and then the idle animation/running animation doesn't seem to be running correctly.

twin musk
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I'm trying to add some parameters to animate them, some get added and some don't, how would I deal with that?

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Cringe! Restarting Unity seems to fix it...

fleet folio
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Can i via script play only a specific track group out of multiples inside one timeline? I want to activate the red marked track group and the blue independent from each other while having them still in one timeline to keep things organised.

midnight acorn
fleet forge
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Hi, I connected a ragdoll to a body and it worked but it kept doing this

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any idea on how to fix it?

shut plover
twin musk
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I build a house in blender via arichmesh and when I import it into unity the windows and doors are white cubes any fixes?

wet ore
true monolith
#

i m working on blender on a pistol, and i want to make for it 2 animations: one for shooting and one for reloading. How can i manage this animations to work on them separately? Do i have to create 2 different fbx files for every single type of animation?

half latch
#

Hello

#

is anyone here familiar with Humanoid configuration T pose with armatures?

#

I'm trying to make an UMA but it says that there are errors with some of the bones

empty copper
#

I am new to development on Unity. My teammate and I are collaborating on a 3D project and we are using GitHub. He mentioned to me that he is unable to view my world creation from his side when he pulled.

Could someone please assist? Thank you.

snow depot
#

plastic scm is built in version control, so switch over if you can. if you have a good reason to use github, I personally can't help @empty copper

empty copper
#

I'll look it up, thank you

clever gazelle
#

if (Input.GetKeyDown(KeyCode.RightArrow)) { if (transform.position.x < 5 ) { transform.position = new Vector3(transform.position.x + 5, transform.position.y, transform.position.z); }
Hi guys, how can I make an animation, between the object's current position until it hits the new position ( the "x + 5" new position), right now it just teleport to that position, I want to animate it, ( show the player the movement that happened)
and I mean animating it throw code
thanks 💙

brittle raft
#

I am trying to set up IK solvers for a 2D sprite, why is it that in this prefab the IK widgets appear:

#

But in this one I get nothing?

#

I believe I copied the approach exactly

#

oh I'm silly, no ik manager

clever gazelle
brittle raft
#

I usually try to answer any questions before I post.

clever gazelle
brittle raft
#

If you re-ask there I will reply, just @ me

#

(but do it quick cos I gtg in a second)

clever gazelle
#

oki oki thanks allot, but you can answer it here if you want, its animating throw code, and this channel desc is : Ask questions and discuss anything related to animation.

brittle raft
#

Yep, animation means Animator and tools, not code animation.

#

that's just regular movement code

#

But I can answer it here if you want.

#

So you want to do a smooth movement from current position to the target position whenever you press a key?

clever gazelle
clever gazelle
#

thankfully someone understand it immediately

brittle raft
#

Okay, so you can do this:

public float moveSpeed = 5f;
Vector3 _targetPosition;

void Start() {
  _targetPosition = transform.position;
}

void Update() {
  if (Input.GetKeyDown(KeyCode.RightArrow))
  {
    _targetPosition = transform.position + new Vector3(5, 0, 0);
  }

  transform.position = Vector3.MoveTowards(
    transform.position,
    _targetPosition,
    moveSpeed * Time.deltaTime
  );
}
#

This will move towards _targetPosition at a speed of 5m/s

#

But just do one step per frame

#

You need to multiply by deltaTime to work out how much you want to move per frame

clever gazelle
#

you are awesome man, lemme try it, thanks allot, I was calling the movetowards only once, thanks allot this should work

brittle raft
calm prism
#

Hello. Does animation rigging need alot of processing power coz my animation does follow the point but there is a little delay / Lag when the point moves

shut plover
ebon holly
#

anyone know of a tool like Mixamo but for animals?

#

Looking for something like a basic dog/cat/bird animation rig that I can use.

gleaming meteor
#

When I put my character into the scene all the rigging stuff I did doesnt get put in the scene

ripe canopy
#

how do i give npcs idle animations?

lilac smelt
ripe canopy
#

yea ive got it all sorted now thanks tho (:

lilac smelt
#

Sick PES_Ok

round basin
#

Does anyone know if there's a way to update IK in the editor? I've found a way that supposedly works, but its only for Humanoid rigs, which I'm not using one and instead I'm using things like 2 Bone IK Constraints and Chain IK Constraints

trim hatch
#

do I need to know a lot about the playables api in order to make a custom track in timeline that can read the lenth of a clip?

rose bone
#

hi so i have a model i am exporting from maya to unity it gose into unity fine as soon as animation is added throw unity to the rig it warps the model and makes it werid looking

#

anyone know possible solutions?

crude herald
#

can i export an animation as an image to create an icon for my character?

tame veldt
#

Is there really no good way to play an animation without using an clunky animator controller?

rose bone
agile solstice
# rose bone like this is whats happning

Looks like the armature's animation scale is different from the mesh scale, could happen with incompatible animations or when applying transforms on export, not sure

small hamlet
#

hi, someone knows what's happening here? so I made this walk animation, then changed the character and had to remade the animation a little bit and now the character's legs are sloppy and are shaking. Please help

shut plover
#

guys why my bones was gone?

willow idol
#

I'm trying to export a Mesh from Blender which has animations, the mesh is not rigged however. I am using an Addon called "AnimAll" to animate single vertices on a mesh.

Simply exporting to a fbx/obj didn't work. I've tried using the .MMD file format (Point Cache Data), but all addons supporting this are out of my price range (100$+ yikes)

#

So is there a way to export this for use in unity, or do i have to rig it somehow

jagged ruin
willow idol
#

i mean yes but

#

it'd be extremely hard to rig

jagged ruin
#

ok -- do the other thing then? lol.

willow idol
#

what other thing

#

lol

jagged ruin
#

the first half of the message.

willow idol
#

well

jagged ruin
#

" You can export vertex animation as shape keys "

willow idol
#

yes but

#

how

willow idol
#

ive been researching this for 2 hours my guy

jagged ruin
#

I'm pretty sure its actually using the same method you've already alluded to

#

point cache data

willow idol
#

yes

#

but its not implemented in unity

jagged ruin
#

actually it is

willow idol
#

and addons cost so much money

#

huh

jagged ruin
#

i know it works because ive done it successfully before

#

for like opening curtains

#

i just cant remember off the top of my head, how to do it exact enough to write you out a tutorial mate.

willow idol
#

damn

jagged ruin
#

but i found it out through google.

willow idol
#

damn

jagged ruin
#

ikr

#

what you'll end up with is a skinned mesh renderer, with blendshapes for each of the frames

#

have you looked at the export options for the mmd export plugin?

willow idol
#

absolutely not

jagged ruin
#

i dont know are you being sarcastic now?

willow idol
#

no

jagged ruin
#

its hard to detect via text

willow idol
#

dead serious

jagged ruin
#

well maybe you should look at the options available? when you export the files?

willow idol
#

aight

jagged ruin
#

you'll know it works because as i say, you'll end up with a 'skinned mesh renderer' instead of a mesh renderer lol

willow idol
#

ahuh

jagged ruin
#

...the problem with this method is... it requires some further setting up for it to work with moving objects because all the point data is in world space.. or some weird caveat/fine print... so you have to parent the object itself one its imported

willow idol
#

damn

jagged ruin
#

What is it you were modelling again?

willow idol
#

an abomination of a present opening

jagged ruin
#

and whats gonna be 'hard to rig' ?

#

the flaps on the box?

willow idol
#

nah

#

well

#

i mean

#

well

jagged ruin
#

confetti exploding?

willow idol
#

you see

#

no

#

well

#

actually

#

its

#

oh

jagged ruin
#

hurr

willow idol
#

for an experienced person it might be really easy im just not that experienced person lol

jagged ruin
#

ok lol. I mean, im asking because if it was a really simple thing like im alluding.. that would take me 2 minutes, i might be able to help...

but i understand if its 'top secret'
snicker

anyway good luck

willow idol
#

i mean its not

#

i just cant describe it that well

#

this probably wont help you that much but

#

wait

#

wrong one

#

oops

#

every frame transparently combined

#

well not every frame

#

but the most important parts

#

just the things unwrapping y'know

jagged ruin
#

yea onion skinning

willow idol
#

yea

jagged ruin
#

just rig it lol

willow idol
#

ive never done rigging before

#

everything i rig turns out to be an abomination

jagged ruin
#

that's what i'd do... cus im lazy and i dont want to fuck around with trying to fix unity's fuckery getting a not-really-supported feature working lol

willow idol
#

yeah i get that

jagged ruin
#

just so i can have something super simple like a present opening in the background that's onscreen for like 3 seconds lol

#

takes 6 monhs to implement 😄

willow idol
#

yeah i mean thats true

#

it quite special tho actually

#

🤓

jagged ruin
#

if you want, dm me.. and ill rig it for you

willow idol
#

i mean if you would do that- 😳

jagged ruin
#

altho, its not actually as hard as you might think

#

and.... like... i dunno i feel like im shit talking here, which is not my intention.. but you'd be good (if you want to get into animation ) to start with rigging something like that... over a character

#

i mean thats the perfect starting point

willow idol
#

is it

#

idk i need this finished pretty soon as a special day's coming up

#

but i mean if you want to

jagged ruin
#

it'll take me about 10 mins

#

at most

willow idol
#

you could of course do a little riggery for mi 👉 👈

jagged ruin
#

yes, now we only need talk of payment

#
  • rubs hands together *
#

jk just send it over 🙂

near sierra
#

so i was doing a script that would take an override controller and replace the animation override at that state in the override controller with an animation stored in the index on the screenshot When i do the first override, it goes back to idle state normally, but once i transition to the second index which causes it to override again, my idle animation becomes this. Is there a part in the Unity 2D rigging process that caused this?

#

i should clarify a bit

#

basically if i just let the attack animation play and go recovery but never advance to the next attack animation, it's fine

#

it's only when i go from element 0 to element 1 which occurs if i press attack again during recovery

cinder gale
#

Hey there! I created an enemy that follows my player around. That enemy should also mimic the player's animations. Is there a simple way to do this?

I don't know if it's much of a help, but this is the code used for following the player:

`void FixedUpdate()
{
storedPositions.Add(followingThis.transform.position); //store the position every frame

    if(storedPositions.Count > followDistance)
    {
        transform.position = storedPositions[0]; //move the player
        storedPositions.RemoveAt(0); //delete the position that player just move to
    }
}

`

old lava
#

Hey guys! How would I export something from blender keep the bones I made in blender and animate said bones in unity?

old lava
#

better question actually, why is my avatar configuration not saving?

hybrid tinsel
near sierra
# hybrid tinsel Without knowing what your script is actually doing it is hard to debug
 if (bm.a_onground)
        {
            // gIndex is start index of attack List
            // chain is an incremental int that advances on the List
            if (gIndex + chain > AttackAnim.Count - 1)
            {
                chain = 0;
                return;
            }
            // aoc is animation override controller variable
            // The index in question is the animation of that state
            aoc["AA1"] = AttackAnim[gIndex + chain];
            aoc["AirRec1"] = AttackRec[gRecIndex + chain];
            chain++;
            if (chain == maxChain)
                chain = 0;
        }
        else
        {
            if (aIndex + chain > AttackAnim.Count - 1)
            {
                chain = 0;
                return;
            }
            aoc["AA1"] = AttackAnim[aIndex + chain];
            aoc["AirRec1"] = AttackRec[aRecIndex + chain];
            chain++;
            if (chain == maxaChain)
                chain = 0;
        }
        // Replace the current runtime controller with aoc (Animation Override Controller)
        anim.runtimeAnimatorController = aoc;
      // forcibly plays a state
        anim.Play("NA");
    }
hybrid tinsel
#

what a mess

near sierra
#

really?

shut plover
midnight veldt
#

I wanted to Edit a Mixamo animation, so I opened up blender and did what I had to do. After re-importing the animation from Blender to Unity, this happens. Any idea on why its happening? The unedited version works fine. (I exported the animation as FBX if that helps)

lime crypt
#

I'm trying to do a timeline animation in Unity 2019 basically by using the Activation track, and making certain object active at certain times on the timeline, but when I dragged all the objects to the timeline to create activation track it set them to like 6000 frames instead of what I can see on the timeline.

Is there an easy way to edit all of them?
When I have multiple selected on the timeline and try to drag the ends time shorter it will only dragon one of them where the mouse cursor is.

fathom magnet
#

Hey! I am trying to add a walking animation to my scene at Timeline (using the Mixamo assets) and it seems to be way too short, but if I try to extend or duplicate it, my character is simply reset to the starting position, and I am not sure what to do? Any help would be awesome!

small hamlet
#

Is someone willing to help me with a 2d animation? I lost all hope, my walk animation is cursed

trim hatch
trim hatch
#

What im trying to do is make a simple playable behavior for timeline that knows the duration of the clip so that I can make a lerp

thick gyro
#

How can I make the forward direction of the blend tree match the forward direction of the player model (instead of the camera perspective?)

raven dagger
#

I've got an animator that is only animating my mesh when the animation type is set to legacy. Any idea why this could be occuring?

spring gust
#

Uhm so, basically my animation won't play no matter what I do on my rigged fbx model, the animation isn't on the fbx tho, but once I drag and drop it to the model, it won't play

midnight veldt
#

The original unedited mixamo animation works just fine

#

All I did what change the arm pose, so I'm not sure why thats happening

near sierra
#

is there a way to access a specific state in a substate machine through scripting?

trim hatch
#

which state

near sierra
#

like if make a substate machine

#

and have a state in there

#

how do i access that state via scripting?

fleet fossil
#

hi, quick question. does anyone have any ideas how to get a emitter to emit on timline every frame?

deep thistle
fleet fossil
#

no emitter eg ..

hybrid tinsel
fleet fossil
#

@hybrid tinsel it there a better way of guaranteeing a call back per frame on the time line

#

maybe signals is not the way to go here?

hybrid tinsel
#

Signals are not the way to go for that. You'd probably want to make a custom playable track for that.

#

Or if you wanted to be very simple you could use an activation track to activate an object that is sending a message every frame.

fleet fossil
#

interesting idea, could you run me though your thoughts on that, let say i have method that execute a debug.log and i want to run that on each frame

#

how would I go about that

hybrid tinsel
#

If you didn't want a general purpose tool you can literally just make a script that does that every frame, and then activate/deactivate it from your timeline with an activation track

#

Making a playable is a bit more complex because the system is terrible but also more generally robust, letting you make a track that does whatever you want directly

fleet fossil
#

ok, thank you for the idea let me try it out,

#

feel like this should b a simple thing

#

how would script now there was a frame change in timeline

hybrid tinsel
#

There is no such thing as 'frames' in timeline.

#

So it wouldn't.

#

You can go by timeline time, or by unity frames.

#

There is no guarantee that the two will match up.

#

You could make a playable track that can approximate it by having it take the current time and using that and a framerate to figure it out but since timeline isn't based on frames you need to decide what a 'frame change in timeline' even means for your purposes.

fleet fossil
#

oh boy 😦

#

what about setting the time line manually

#

emiter on every frame

#

haha

#

well really appreciate the input @hybrid tinsel , i had no idea what a challenge this will be

ocean sage
#

trying to learn how to use animation events
the functions I want aren't showing up in this list though
what's going on here?

#

plus from the tutorials I've seen they have much shorter lists

ocean sage
#

k found out I need to actually write out "public void" instead of just void

#

but still not sure why those other functions are showing up in the list

#

compared to the tutorial I'm watching where it only includes what he wrote

hybrid tinsel
# fleet fossil what about setting the time line manually

I suggest that you back up and define exactly what you want to occur. When you say 'every timeline frame' what do you actually mean- once every thirtieth of a second of the timeline's time? Once per frame that the game evaluates? Something else? Once you have decided that, you can figure out how to implement it. If you can't decide on what you actually want then any attempt to implement will be half-assed.

hybrid tinsel
proud nest
#

Hi! I made a fish with a 20 frame swimming animation but i cant export it to unity

#

i choose this settings

#

in unity it has like 10 armature and animation doesnt play

#

any idea ?

earnest torrent
#

Hey guys, i used a vicon Mocap System to create my own animations. When i view them in MotionBuilder, Blender or Maya they are perfectly fine, but after importing them to Unity (and using an avatar with the same bone structure) my animations a glitching and turning left to right. I'm working on retargeting the original skeleton bones to a set i used before in Motionbuilder, but it isnt working quite right and i thought maybe i did something wrong importing to Unity. Thank you in advance!

hybrid tinsel
#

I'd take a look in the graph editor and see if there's anything that stands out like that.

#

Especially with keyframe reduction or the like, such data can completely freak unity out.

earnest torrent
hybrid tinsel
#

If it is a humanoid avatar you might have minor problems with that mocap file, just by looking at it- too many spine bones, for instance so any corrective rotations on the extra bones will be lost in the conversion

#

And a bit of both. Like, it is probably easier to fix in your mocap software.

#

(And it might be a different issue, of course- only way to tell for sure is to check :D)

earnest torrent
hybrid tinsel
#

You can try turning off keyframe reduction, that alone might be enough to fix it

hybrid tinsel
#

And you can also check the diagnostics in unity's retargeter

#

Also, you can try it as a generic skeleton just to see if that fixes the bad motion, as a way of narrowing things down.

earnest torrent
earnest torrent
earnest torrent
hybrid tinsel
#

Whether that is the problem remains to be tested

#

It might just be making the spine animation slightly less accurate.

earnest torrent
#

Okay, thank you very much!
I'll try looking into that and have another look into the animation curves for any outliers

hybrid tinsel
#

But yes, activating translation DOF as the error suggests might be a good idea in general here.

#

You might be able to disable or bake the root rotation.

#

Really lots of options so all you can do is narrow it down.

#

You might need to manually clean up the animation at the end of the day, or write a script to do it for you.

earnest torrent
quick lantern
static prism
#

idk what i miss click , i reassigned the avatar but idk why it throwing the error

#

i assigned the humanoid avatar but idk why its throwing me this error

#

when i do copy from another avatar model , it was throwing error , so i made avatar of every animation

fluid sage
#

Hey question, so I have a bunch of tentacle models that have a seperate armature for each, I wanna combine all of them so they're all on one empty. But the issue is when I combine all of them they kinda just merge and use the same animation. How do I make it so they all join up but retain their position and stuff

earnest torrent
hybrid tinsel
hybrid tinsel
#

Dunno, there's probably a way to do it depending on your software

frosty rampart
#

Is it in any way possible to animate using variables? I need to animate my player being picked up and dropped somewhere else, but I cannot find a way to specify my start and end positions. Google's just giving me results about animation parameters, but nothing saying whether they can actually do this

frosty rampart
#

I've been on this for like 2 weeks now. In a conversation with someone about, I think I found a simpler way to define my problem

Pretty much, I want to do anim.keyframe[2].transform.position = whateverPos

#

So that I can have an animation that changes to fit my needs

#

There's just no way to achieve something this simple?

frosty rampart
#

https://stackoverflow.com/questions/58397529/unity-how-to-change-animationclip-keyframe-values-at-runtime

Okay, so I think this is my solution? I wouldn't be able to adjust just one keyframe, but it's better than literally nothing

signal citrus
#

I imported a character into Unity and applied a Bone Renderer setup using Animation Rigging. Although, when I move the bones it moves the shirt only and not the actually body. The shirt is a child of the body. Any ideas?

hybrid tinsel
frosty rampart
gilded quail
#

Hi Everyone, I'm going 100% CRAZY and I hate this thing with all my heart (sorry). I have a single Timeline that does not want to play in play mode. It works in editor but when I press play it does not start, even if I start it manually. I have also in the same scene other 4 directors and they all work perfectly.
This timeline works with me only when I delete most of the tracks randomly. Sometimes it works with 2 track, sometimes with 4, sometimes with different tracks, it's 100% random. It works 100% of time if I have only the camera animation track.

But do you know what is the worst part? We are working on this project in 2, my partner with same repository version, same unity version, has no problem. Also if he compiles and gives me his compiled game version also in game it works without problems and not randomly.
Can anyone help us? I have tried everything, I have also deleted the library folder.

There is no script attached or that controls that direction. I have tried also to clone the gameobject without any script inside and we are 100% sure that no other script has that reference and it still does not work. But why it works with my partner? 😦

gilded quail
#

tried also to reimport all assets, but nothing 😦

hybrid tinsel
#

Weird.

twin musk
#

how can i send a ping after an animation is played for once

shut plover
#

sorry about slow fps
anyway why my animation acting strange?
when i start my "aim" animation not work correctly but when i switch back its work correctly help

tame bay
#

Can anyone here help me recreate animations like this?

#

I got a headeffect thing set up on the heads of the enemy

#

I got the Alert "!" already, but that one is static, I need to be able to make a Z fade in and out and go up like in the gif

tame bay
spark veldt
cobalt zodiac
#

Hello everyone! I am working on a Survival Horror game and my character just randomly comes at me in gameplay mode and I can t do anything, not even get out of the first room, even if I placed it in another room.
Does anyone have any idea why this happens and how to solve it?
I am using Unity 2019.
I chose this for a college project and I have to finish it asap.
I would be very grateful if you could help me.
Thank you!

#

I think i figured out what the problem is
I didn t set a clear path for my character to move on
I just made it come towards me

#

Can anyone help me with that please?

burnt mirage
#

hello, was wondering if there is a way to zoom in on the sprite for the animation window? They're really small for me

runic crown
#

Hey, I'm very knew to animation and when setting up an animator I made it so that when the character's bool isMoving is played then it transitions to a moving state from idle. But the problem is I have a stab animation (which transitions with a mouse click) but it's only transitions when I time the mouse click with the end of the walking animation or idle animation. If I do it while its in the middle or starting, it doesn't register at all. Anyone know why this happens?

trim hatch
#

Use anystate node as transition

#

Or i think interupt state works too but I'm not entirely sure how it works

empty copper
#

How can I make a 3D object in Unity transparent from the inside? I'd like to set the user/character in a glass-like room with a slight color so it can see the outside world.

#

As you can see, the cube is transparent, but the camera view does not show the transparent green color I want the user to see.

How can I go about fixing this?

snow depot
#

@empty copperreverse the normals of the cube model

empty copper
snow depot
#

oh, mb, you'd have to go through blender for that

#

there might be a way in unity to make a material double sided

empty copper
#

Whaaaat?? I’d prefer to say in Unity 🥲

snow depot
#

I'm not sure if this helps

empty copper
near sierra
#

question is there a way to copy and paste all the values of the transform component at once at the timeline?

#

so basically position, rotation, and scale. Is there a way to paste all three of those values on the timeline in one go?

twin musk
#

Quick question how do i make it so the door doesnt always end up in the same position i made the animation in, cause i tried making 2 doors and they both go to the same position

stray shoal
empty copper
#

@snow depot thank you so much for your help! It worked ^__^

hybrid tinsel
near sierra
#

i just meant starting from the timeline

#

so making a new animation rather than working on an existing one

neat cedar
#

can someone help me? i know pretty much nothing about unity and im trying to extract cuphead's (2d game made in unity with frame by frame animations so no skeletons or anything like that) animations using assetstudio, i've gotten the textures and i've found "animators" and "animationclips", exporting the animationclips fails saying its not extractable for some reason so i've been trying to export the animators, which gives me an fbx file, but importing it into unity or blender just gives me an empty object that i can't really do anything with

trim hatch
#

in timeline how can I get the binding object of the track?

empty copper
#

Could someone please help? I would like to put the albedo texture onto my wolf object, but it is coming up white.

#

the textures are where they should be?

#

am I missing something?

#

this is how the inspector looks for albedo

heady garden
#

alright so i have my preview here

dusty fern
#

Yeah as you can see, it's all wrong.

#

You want it to go straight forward

heady garden
#

yea always forward

#

here it completely rotates

dusty fern
#

You can probably offset it

#

Just try to play with the settings until your attack goes straight.

heady garden
#

okok

#

i'll give it a shot

dusty fern
#

Or just use a better animation clip. Don't know if this one is solvable to be honest.

#

But it's good practice anyhow

heady garden
#

yea i think this one has too much rotation

#

i'll play around a bit with it

#

if i cant make it good i'll try another one

dusty fern
heady garden
#

and again

#

thank you so much

dusty fern
#

Np, happy learning and good luck 👍

heady garden
#

OMG ITS WORKING

#

man

#

its actually working

#

what the hell

#

i have no idea how to thank you

#

once im finished with the game

#

i'll credit you xD

#

lmao

dusty fern
heady garden
vague laurel
#

Hey, do you guys help with blender rigs? or is there a blender discord you guys know of where I can ask for help

charred belfry
vague laurel
#

@charred belfry tyvm

topaz oyster
#

Hi, trying to import a sprite sheet for work - our client gave us a 52000x275 sheet. This needs to be in a 1:1 pixel ratio right? Unity can't read it with these dimensions

cobalt zodiac
#

Hello, i added 3 animations to my game object and wrote a script, only one animation works. Do you have any idea why?

#

i also added a navmesh agent to my game object

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
cobalt zodiac
#

Or because i used 3 animations instead of animator controller

#

I am new and i think animator controller is harder to use than animator

topaz oyster
cobalt zodiac
#

Is my problem because of the code or because of the use of animation?

#

My character is supposed to walk attack the first person controller
Get shot and die

#

And it just walks

turbid quail
#

guys I'm having a problem for days, I'm almost giving up on rootMotion. what happens is that in the weapons layer I just want to leave the arm bones influencing, but when I do that the rootMotion(BaseLayer) movement doesn't work

#

it works if I put the Root bone active in WeaponMask, but if I leave it active, there are some problems...

#

is it REALLY necessary to activate the root bone in all masks? or is it a unity bug?

wide vapor
#

when enabling an object i want the animation to play immediatly how would i do that

#

nevermind

hybrid tinsel
#

An animator would handle your needs just fine

hybrid tinsel
cobalt zodiac
#

Can you help me?
I am new
And it s a long code
I don t really know what to change if using animator

#

It did work at some point
Before i extended the area of the enemy movement with navmesh

#

I am anxious to change the code

#

A little?

#

But why did it work and then stopped working?

gloomy sluice
#

Hello, could someone tell me if this amount of jitter and sliding is expected when exporting FBX from Blender? In Blender it looks perfect, just the export is jittery. I know its not a Unity problem, but maybe someone had this situation

void mesa
#

anyone know a good 2D charakter tutorial for krita?

hybrid tinsel
#

That is often a result of either retargeting errors or keyframe reduction. If you are using a humanoid rig, make sure to enable foot IK

gaunt zinc
#

Hello, is it possible to convert .anim files to mp4? Thanks.

uncut salmon
gaunt zinc
upper grove
#

is there some way to re-order a blend tree? say flip two nodes?

hybrid tinsel
civic swallow
#

hey all, when i exported my model to fbx from blender and imported it to unity, instead of just getting the "metarig action" animation, i also get a bunch of animations as well. It seems they all don't move except the metarig action

#

am i safe to delete the ones i don't need?

twin musk
#

i changed clip's WrapMode through script but the clip isnt looping

hybrid tinsel
twin musk
hybrid tinsel
#

You can set it in the inspector, and there is probably a way to do it by code but not certain how

#

But it says right in the script reference for WrapMode: Only used with Legacy AnimationClip.

twin musk
#

I mainly wanted to set WrapMode.ClampForever which appears to be default behaviour of animation clips

hybrid tinsel
#

Have you tried AnimationUtility.SetAnimationClipSettings?

static crow
#

Does anyone know how to fix these twisted bone

#

Im using Humanoid character with Humanoid Mixamo Anims

twin musk
hybrid tinsel
#

So you absolutely need to change it at runtime?

#

Like, what are you trying to do

twin musk
#

doesnt this suck how editor interface doesnt provide scope to changing this property

sand meadow
#

A little question to the group: we are experiencing some issues with a non-humanoid character (generic) + animations with Blend Trees for actions like walking and blending states for turning into another direction (left or right, for example). The character does not do anything on scene, but it shows more or less properly on preview. Here I attach you a .Gif of the preview!

#

Thanks in advance!

#

We want to achieve something like this:

#

(Ethan model from Unity)

compact ledge
#

testing unity timeline for the first time.. everything looks good when I skim through the timeline, but when I press play, I just get launched to the left endlessly

frosty zealot
#

how do i make 2 of the same game objects have the same animations but not share them

uncut salmon
#

What do you mean shared? Animations are run individually on an object

hybrid tinsel
hybrid tinsel
hybrid tinsel
hybrid tinsel
knotty thorn
#

the second aniamtion is at 8 frames per second, i would like to make it similar, without resorting to sprites

trim hatch
#

first thing that comes to mind is making a c# script that updates the animaotor every 8 frames

#

You'd need to study the animator api

stray glade
#

How can we export animated materials from blender to unity? if not then how do i animate materials once iam inside unity?

knotty thorn
wispy delta
#

Anybody using animation rigging for a lot of animations? I was thinking of rolling my own procedural walks , but it'd be nice if I could just use its two-bone IK constraints. Not sure of performance overhead though.

white snow
#

Anyone know if its better to animate all animations moving from a neutral pose, or should I instead animate the actions from a dynamic pose and let unity handle the mixing

sleek condor
#

Hey guys and gals! Have a quick question - I want to change an animated button's name but then it breaks the animation (as the animation is on the previous name). How can I update it?

wicked arrow
#

hey guys, i made some animations but they seem to be stuck to my "Player" object and are not shown in my animation folder

#

so i made the first player_idle with right click create and the other ones with "create new clip"

#

ok apparently import new asset did the trick..?

hybrid tinsel
hexed vector
#

So i made these animations in blender and I'm pretty happy with them, but how do I export them to unity without unity destroying the finer keyframed details? I've had issues with that before

twin musk
#

how can i record animation from a car game play so that i render it in pathtracer using recorder ?

hybrid tinsel
hybrid tinsel
hexed vector
hybrid tinsel
#

At first I thought you were showing a keyframe reduction error, then I realized what it was and went 'owww'

hexed vector
#

yessss

hybrid tinsel
#

I was like, 'huh, I don't see how key reduction would... oh shit'

#

hehe

hexed vector
#

yeah, my main concern is that my animation style is quite dependent on curves and interpolation but it's for a game so a little jank is chill

#

game anims can have a little jank, as a treat

twin musk
#

@hybrid tinsel

#

no record

#

if i hit red dot to record it disapear after hiting play

twin musk
#

ok never mind i found it 🙂

snow depot
scarlet knoll
#

hey guys, i have a little problem with my avatar. idk why, but back hairs not connected to the head and they connected to the center. How to disconnect hair from the center and connect to the head without changing entire hierarchy?

sleek condor
#

Hey guys and gals! Have a quick question - I want to change an animated button's name but then it breaks the animation (as the animation is on the previous name). How can I update it?

void mesa
#

i have some problems please help

  1. why is my pixel art wizard transparent
    2 my animation does not play in game mode
  2. i cant edit or do anything in the animation tab/screen.
    Image
wheat barn
#

hey guys, i'm new to unity. I was wondering if you can use one animations for different models and if so how can i achieve that?

tawny yew
#

Is there a way to make an animation instant, rather than it having a split second fade phase?
I want to highlight the item currently being hovered in a contextmenu. But the animator gives it some fade, as you can see in the picture: 2 and 3 are fading out, 4 is busy fading in. Can this be instant? Or should I just code it myself after all?

silent juniper
#

How can i import an spine inside unity. All tuts are one old unity versions and i cant make it work. I have an Textassets file that describes where what is, the png, some atlas files and more

#

i have these files

harsh ivy
#

how do I make a 2D rig in blender and export it to unity with all the bones?

fair fiber
#

What is the point of a mecanim substate if every possible transition in and out has to be explicitly defined? What does it help to actually organize?

marble saddle
#

can someone help me for some reason the animation randomly plays twice , any idea how to fix this?

scarlet knoll
#

why is no one answering us

blissful sierra
#

Hey guys, supernoob here. Following a tutorial, and got stuck in terms of animations. They wont play, and ive done all the stuff ive seen on forums. Any help?

#

For reference, I have my character model rigged as "Humanoid", and the animations should be set to play when I move around. Movement works just fine, but the animations just wont load. My model is stuck in a t-pose

mighty gale
#

I would like to move my enemies/Spells in special ways which would require a ton of coding. If this would work, I could save a lot of time!

#

but somehow this button is missing

trim hatch
#

My timeline glitches out, when the scene starts
like it plays the sound effects before it gets there

#

do I need to do some special scene loading?

#

so timeline isn't affected by lag

sleek condor
#

Hey all - I want to animate a button entering the screen, however it already has the ste animations for Normal/pressed etc.

#

how can I add the entrance before it gets into the normal animation?

hybrid tinsel
hybrid tinsel
tawny yew
#

I must've missed that setting, where do I find it?

hybrid tinsel
sleek condor
hybrid tinsel
hybrid tinsel
hybrid tinsel
tawny yew
#

the length of the animation is 0.000 🤷‍♂️

scarlet knoll
# hybrid tinsel Disconnecting it from the root and reparenting it is by definition changing the ...

it's model exported from the game, and i made all of this this by the tutorial. Author of the tutorial decided to cut from the video solutions how to fix my problem (he had absolutely the same problem). But when he shows model after fixing, hierarchy doesn't change (before writing here, I literally watched all the tutorials about avatars that are exist at all, and I never figured out how to connect bones in hierarchy)
https://youtu.be/meg89ALxits?t=826 (13:46)

Series playlist: https://www.youtube.com/playlist?list=PLhiuav2SCuvdEAbUzJxSqp61fNiPTFfwb

A beginner friendly video series that shows how to export a model from the game Koikatsu to Blender. This part shows how to export the model as an fbx file and how to import the fbx file into Unity.

Chapters:
0:00 Intro
0:32 Exporting prep
1:02 Baking mat...

▶ Play video
peak jasper
#

the timeline tool is made for cutscenes right?
How hard is it to make it allow for different characters in a cutscene like to replace a character with a different one

hybrid tinsel
#

And if that person's tutorial doesn't work, maybe poke them about it...

hybrid tinsel
peak jasper
#

Ok cool i’ll try to make a simple prototype cutscene and see how it works

leaden gull
#

my output keeps getting spammed with "'Bat' AnimationEvent has no function name specified!" but the animation works fine in editor and playtest

#

i fixed it now

real star
#

this is supposed to happen but it wont work

leaden gull
#

my unity animationevent says this. The script with the function IS in the gameobject that the animator is in. what do I do

"objectName AnimationEvent 'methodName' has no receiver! Are you missing a component?"

calm prism
#

Hello i need help ... am using animation rigging but when the character is moving, there is a delay or lag with my IK

hybrid tinsel
hybrid tinsel
leaden gull
#

yes it is

grizzled eagle
#

How do I get the speed of an animation in a animator blend tree from an animation event fired by that animation?

vivid barn
#

I have a weapon with frames for scale on an idle animation that loops but for some reason, if the animation is cut short, the scaled element doesn't go to the correct scale. Any ideas?

#

Fixed it. "Remove constant scale curves" was on in the animation clip settings

scarlet knoll
scarlet knoll
scarlet knoll
#

(i just wont to export my anime girls to vrchat, nothing else)

hybrid tinsel
#

Ah.

#

Though yeah, the other stuff I said still applies; if you want a piece to be parented to something other than what it is parented to, you'll need to move it in the hierarchy.

scarlet knoll
#

but on the preview all looks ok

hybrid tinsel
#

Guessing it is a generic rig?

scarlet knoll
#

yep

#

auto-generated by unity

hybrid tinsel
#

Er, no. Generic rigs are whatever you imported.

#

Humanoid rigs ar the ones that get generated

static crow
#

hey

#

dooes anyone else have or has had the problem where their objects spin uncontrollably in circles when animating?

cobalt belfry
agile solstice
#

The gun could have shooting animations and the dice could be simply parented to it with no animation, so the script can control it

leaden gull
#

what should I make?

twin musk
#

Hi, I want the player to hit a tree with an axe. But how do I get the axe to hit the tree "properly" (with IK), stop at the tree and go back into idle?

mellow herald
#

Question:
In order to make an attack animation. (e.g. Sword Slash)
Do I need to make the slash a separate animation or the character animation and the slash combined?

twin musk
twin musk
agile solstice
#

If so, all you really need is an animation of hitting something with the tool stopping on impact, and to point that towards the spoit that needs to be hit (ensuring it's within range, of course)
No IK needed

misty merlin
#

Hi everyone, i have an animation problem with my 2d sprite.
when i jump my character plays the current animation state instead of a jumping state. i looked in the animator, and when i press the jump button it does the jump animation for a single frame and goes back to the last animation and when i jump again while airborne, it plays the animation correctly.

agile solstice
snow depot
#

it could be that the transitions have exit time unchecked

#

it would help if you showed a screencap

agile solstice
#

Or checked

misty merlin
#

thank you so much 🙂 been struggling for a week on that

hybrid tinsel
hybrid tinsel
vague swift
#

it won't let me import frames

#

:(

#

figured it out

#

i just have no smart

#

nevermind

#

it still isn't working

#

there is just a cancel symbol when I try to drag

#

now I figured it out

foggy sonnet
#

I have bunch of sprites, is there a way to animate them without converting them to spritesheet.
I am talking about 2D sprite animation.

pure blaze
#

Hi I'm trying to modify the collision of my sprite for a specific set of animations but it's not letting me modify any of my animations even when I hit the record button.
I can't remember how to modify animations properly

#

Feel free to ping or reply!

agile solstice
hybrid tinsel
#

Otherwise you couldn't have IK scripts 😄

#

(And for Mecanim, OnAnimatorIK also)

heavy rock
#

Hey everyone. I have a sitting animation (sitting on knees) and the model breathing. But for some reason she is hopping up and down?

#

This movement is not visible in the original animation in blender

#

And when importing the preview it's also not visible. But when Changing the model it's showing the hopping

#

I heard animation compression could be the cause

#

so I disabled it in the .FBX but still no good result

#

Am I missing something?

hybrid tinsel
#

You might need to bake the root motion?

heavy rock
#

It is already baked in

languid cave
twin musk
agile solstice
#

Either by limiting player motion or by canceling the chopping if player strays away

#

That's how I'd do it anyway, and by looking at it looks like Green Hell did it too
But it's definitely possible to use IK for it if you want tighter control over the chopping and more dynamic adaptability for changing distance between tree and player, but that's more complex

radiant ice
#

Hello All,
I've been experimenting with the animation rigging package I'm and currently trying to simulate how a foot interacts with the ground when running.
as of now, I'm using a two bone constraint on the leg.
Any idea which is a more appropriate constraint to use on the foot to match the behavior in the photo? thanks!

solid wagon
#

Hey I'm working on an FPS Game, and have been trying to get character animations working for a while now. I imported the Pro Rifle Pack from Mixamo, and then made some aiming angles in blender to mask ontop of them. When standing still it has the desired effect, but when moving the two animation sets interfere with eachother. In this clip, if the aiming avatar mask does not have root control, then the entire upper body wobbles while walking. If it does have root control, then the upper body is fine but the legs go off to the side.

#

Any ideas how I might get this to work? A lot of people seem to point me in the direction of Inverse kinematics, but I've tinkered with that too and it has its own issues. I feel like I'm just not seeing a setting or something.

#

I've also tried importing both as a humanoid and non-humanoid avatar to try both methods of masking the bones in the avatar mask, but neither seem to work

solid wagon
#

Heres a more recent clip where I try using a generic avatar to better mask off the bones in the spine. It's slightly better, but the top half of the body is still wobbly. (head is controlled by IK during that clip so ignore it)

harsh ivy
#

I'm using Crossfade to transition between animations but it only fades to the first frame of the skeletal animation

solid wagon
#

Right now I've got two blend trees set up, one for the movement and one for the aiming. Each layer blends perfectly fine, it's layering them over eachother that's giving me trouble

noble gale
#

What is the shortcut to open 'Game' -view to a different window when hovering over it?

hybrid tinsel
hybrid tinsel
solid wagon
hybrid tinsel
solid wagon
#

one sec lemme open my project back up

#

is it in the animation controller, or on the animation itsself?

hybrid tinsel
#

Though for the upper body you probably want to bake the root motion curves into the clip

#

It is per-clip

solid wagon
#

These settings?

#

I've tinkered with them a bit but never got anything that worked.

#

Are these the settings you're recommending?

hybrid tinsel
#

Yeah; you don't want any actual motion on the root of objects that you don't actually want driving the character

solid wagon
#

Yes I have tried that previously. I just tried it again to be sure I did, but either way its a very similar result

#

I think part of the problem is how the hips are being handled. If I give control of the hips to the Aiming mask, the top is basically rock solid (Honestly a bit too solid), while the legs go off kilter

harsh ivy
hybrid tinsel
solid wagon
#

I figured

#

I think it might just be the rig mixamo makes then not being built for it

hybrid tinsel
#

And you are already using the absolute speed to send to the animator, why can't you use that for your logic as well? Just send Mathf.Abs(_inputHorizontal) as a float to the animator and use that to transition between idle and movement

hybrid tinsel
harsh ivy
#

or how to switch animations

hybrid tinsel
solid wagon
#

I made one pose for looking up/down in increments of 45 degrees, left and right 45 degrees, and then combinations of the two axis. I then use a blend tree to go between them all

hybrid tinsel
#

Third bone? Remember that unity will ignore any more than two spine bones so you might lose data there

solid wagon
#

Again when standing still it works fine, but when walking the hips turn and it throws everything off

solid wagon
hybrid tinsel
#

Ah, right

#

Honestly, you'd probably have been better off with a humanoid to use IK 😄

solid wagon
#

If anything it was worse with a humanoid avatar

#

That bone and up is what I changed for the aiming poses

#

Humanoid characters do let you have up to 4 bones in the torso, but you can't mask them from eachother so it was more exagerated

hybrid tinsel
#

Well, with a human avatar you'd not use a bunch of poses; you'd just set IK for the torso.

solid wagon
#

? Using the animation rigging system?

#

because I have tried that and the result is also wonky: https://youtu.be/VGPFKqBR7pI?t=768

The third dev log for my Sci-Fi FPS called Privateer.

The Item Database Tool is up and running, and I determine a few unity specific mechanics I'll need to figure out going forward.

I'm entirely self taught and still learning best practices - in many ways I'm still a beginner. However, some things I've had to figure out don't have great resour...

▶ Play video
hybrid tinsel
#

No, you can use that with generic characters too

#

I meant the mecanim humanoid IK that is built in

solid wagon
hybrid tinsel
#

That unity heavily integrated into everything but then apparently forgot about

solid wagon
#

mecanim is just the normal animation system isn't it? I knew there was something regarding feet/hand IK but this is the first I'm hearing about torso IK

#

know where I could find more about it?

hybrid tinsel
#

SetLookAtWeight() has a value for the torso

harsh ivy
#

could you explain how I could change animation states using code?

hybrid tinsel
solid wagon
#

His older videos are pretty much all about animation

harsh ivy
#

is it different with 2D and IK?

#

than 3D and IK?

solid wagon
#

I wouldn't know specifically, I've not really messed with 2D that much

#

But considering your animation graph looks like the animation graph I'm used to, probably.

solid wagon
#

So I'm not seeing any current information on it

agile solstice
#

Animation Rigging package definitely has IK systems for any purpose

solid wagon
#

Well that just loops me back to where I was then - the only IK in the default animation system I see anything about is for hands and feet, nothing for the torso

#

The problem I have with the animation rigging system is when I set an offset it keeps it from whatever the original pose is (in my case a T-Pose)

#

so when it goes from T-Pose to aiming, the limits to how far I want it to turn shift too.

#

in the above clip, up is "forward" for the character, but with the offset causes the limits (left and right) to shift. However without the offset the body is squared up to the target and throws the arms out of alignment like in this clip:

#

What I'm specifically trying to mimic is how characters in the Halo series look, halo reach being a major inspiration for my project

harsh ivy
#

I don't get an option to set requirements for an animation to play

solid wagon
harsh ivy
#

OH

#

that makes sense, thanks

#

is there any way to replace the strings with something else? I always hear that strings are slow

#

can I set a variable to be the string?

#

like make a variable and that variable be the same name as the parameter string?

solid wagon
#

I'm still a noob on the topic too, I don't recall ever finding out if you can

harsh ivy
#

does anyone know why this might be occuring? I think it's switching between walking and idle state constantly but I'm not sure. It looks weird

solid wagon
#

You can watch the animation graph to tell what state it’s currently in. You might have your transitions in some sort of cyclical loop

snow depot
harsh ivy
#

yup, fixed it

#

however

#

this looks inefficient

#

is there something to make it smaller and/or faster?

snow depot
#

not really. That's what I'm doing in my current project

#

did you check the overloads for the function??

#

I think you can replace the string with an index

#

the problem is that it may be very easy to break if you reorder your parameters

harsh ivy
#

alright, then I'll keep it this way

harsh ivy
snow depot
#

setfloat

#

Declaration
public void SetFloat(int id, float value);

harsh ivy
#

oh

snow depot
#

I don't recommend it

#

it may create hard to trace logic errors

harsh ivy
#

ok then

#

won't do it

#

if I set the animation speed to negative, does it play backwards?

hybrid tinsel
#

You don't need all the other stuff

#

And why are you messing with the _animator.speed?

#

You'd be better off using a blend tree

hybrid tinsel
#

Obviously you could use any number; I'm not using analog input so I just used zero.

tight hollow
#

How to play an animation on a cannon every time it shoots. I used GetTrigger but it keeps playing even when it is not shooting

#

Loop is off

cobalt belfry
late birch
#

any1 got any idea why these wont slice properly?

#

all spaced evenly in cells the exact same size

hybrid tinsel
late birch
#

was using slice by cell count

#

6 colums 2 rows

#

should i try by cell size?

harsh ivy
hybrid tinsel
#

Because your idle shouldn't be affected by your walk speed

drowsy cape
#

Can't play animation + color is imported wrong!

hybrid tinsel