#Humanoid Animation with props (🎩 hats)

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opaque perch
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I have a general question about animation and humanoids.

I have a animation where a character has a hat inside his head bone. Now he grabs it in the animation and moves this hat up and down (a kind of greeting). In the animation, this works perfectly in unity as long as the animation type is generic. But if the animation type is humanoid, the animation of the character still works perfectly, but the hat stays in place. Is it somehow possible to use the humanoid animation but at the same time animate the non-human bones like third objects (e.g. hats) or what is the best solution here?

opaque perch
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Okay, I have now found a solution myself, whereby I trigger a helper script via the AnimationEvents for the grab and release events. A parrentConstraint is created as soon as it is grabbed and removed again as soon as it is released. This works well now, if there is a better solution or a way to use the humanoid animation directly while moving non-humanoid things at the same time, I still curious about a solution.
If anyone here stumbles across the same problem, here is my script:
https://gist.github.com/valentinwinkelmann/a5b23422e8df3d9df3bd65515552b140

Gist

A Unity helper script allows you to grab objects like hats or other props attached to your character. The script must be placed on the same object as the animator. Then an event must be assigned to...

craggy thorn
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Hi, thanks for your question. I see you have found a work-around, so that's great! I can also give you some more information about how to use additional bones when working with Humanoid animation type...

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By default, the Humanoid avatar mapping includes only the bones that are part of the Humanoid definition. In order to include more bones, these must be defined in an Avatar Mask. This can be found in the import settings (select it in Project view and see Inspector) go to the Animation tab in the Clips section. There you can create a new mask that includes the additional bones. This mask needs to be referenced on each clip so that the importer can generate animation curves for the additional bones. Hope that helps!
Here is a similar issue that was solved on the community forum in case you want to get more details about it... https://forum.unity.com/threads/humanoid-rigs-and-extra-bones.360979/

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cool looking artwork, by the way! I like the style of your character 🌟

opaque perch
opaque perch
cloud temple
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hello :3

cloud temple
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am kinda new... but

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can someone help a hopeless chicken with simple animations :?

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i got the animations but i don't know how to change the "isrunning " to true or false