Animator & Timeline peculiarities
Unity Forum » Animation
by silentslack
7h ago
Hi, I'm having trouble getting my character Animators and Timeline playing nicely with one another. What I'm looking to do is have the Animator overriden by the Timeline while the Timeline is playing, but then to blend back out to whatever the Animator state is (in my case an Idle animation). For the most part this works but not always! For instance for my character 'Snapper' I would expect to play the Animator (idle), blend into the 'Snapper_Listening' clip, and then blend back out to... Animator & Timeline peculiarities ..read more
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How do i play animations in a certain sequence depending on a condition
Unity Forum » Animation
by Abs24705
2d ago
How do i play animations in a certain sequence depending on a condition. For example if i have animations A, B, C, D i want to change their order mid game if some condition happens ..read more
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Updating BoxCollider parameters in animation tab (Dopesheet)
Unity Forum » Animation
by AloneSyndrome
2d ago
Hi, I tried to change the values of the center and size of the BoxCollider (3d) throughout the animation. I have encountered a problem that any entered BoxCollider values were immediately reset to the current ones. (my changes does not apply for some reason). This problem occurs only with the BoxCollider parameter. Animator or Transform parameters changes properly. The collider and animator components are located in the same root GameObject. Doesn't Unity support changing the box collider... Updating BoxCollider parameters in animation tab (Dopesheet ..read more
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Making a character in a boat row left or right depending on direction of navmesh agent?
Unity Forum » Animation
by frogwise
3d ago
I have a little character in a rowboat. The game is a simple click-to-move game using a NavMesh agent for the boat. If I make 3 animations: 1. row left 2. row right 3. row both Could I set it up so that when the boat is rotating right, the row left animation is playing, when rotating left, the row right animation is playing, and when moving forward, the row both animation is playing? Thanks in advance ..read more
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Animation Recorder - huge file sizes
Unity Forum » Animation
by Javi-K
4d ago
Hello, I''m trying to use the animation recorder in order to bake together - An existing animation (I'm dping tests using UnityChan SSU and the 4 min dance animation that comes with it: https://unity-chan.com/download/releaseNote.php?id=ssu_urp&lang=en) - The secondary animation of the character's clothes, hair, etc when moving (which are generated with UnityChanSpringBone) Into a single animation, that I can then export from Unity as an FBX file. The problem is, the resulting... Animation Recorder - huge file sizes ..read more
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Creating a BlendTree in a SubStateMachine Via API
Unity Forum » Animation
by DDNA
5d ago
With the API is there a way to add a blendtree to a substate machine? Or move a state into a substate machine? There is AnimatorController.CreateBlendTreeInController that creates a blend tree in the root. (it also makes the object this strange sub-object under the Controller in the project window). But there is no way that I have found to move the state into the sub state machine. If I just do new BlendTee() and set that as the motion on the State, it looks like it is setup correctly but... Creating a BlendTree in a SubStateMachine Via API ..read more
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About animation clip recording script Object Fields
Unity Forum » Animation
by Enkianthus
5d ago
I found that Unity's animation clip can record script Object Fields. For example, if I expose a Transform field in a script and enter record mode, then drag different objects into the Object Field, it can be recorded in the animation clip. During preview, the Object Field will be filled with the corresponding Transform at the specified keyframes. However, if I reopen the project and preview the clip again, the recorded keyframes do not fill the Object Field with the corresponding Transform.... About animation clip recording script Object Fields ..read more
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Pushing Animation is Not being Set to false when Player is not in Contact with Box
Unity Forum » Animation
by Jamesbrod21
5d ago
I created a push animation where the player is SetActive("isPushing", true) if it's colliding with a object with a tag "Box". But the problem is when the player is NO longer pushing the object or colliding with the object the Player doesn't go back to it's Idle or Walk animation Etc. It stays in its Push animation only when if the Object has touch the Pressure Pad when the Object Box turns Green Then the Player goes back to it's Idle or Walk animation etc. I was following this tutorial on... Pushing Animation is Not being Set to false when Player is not in Contact with Box ..read more
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Custom skinned mesh renderer with animations
Unity Forum » Animation
by KamilVDono
1w ago
Hello, I'd like to make a custom skinned mesh rendering system, as Unity's skinning pipeline is very resources intensive. So i need to update GPU buffer with current bones, so I think I need/should use TransfromStreamHandle to obtain animated bones matrices, but as critical part of optimization the transforms of the bones are stripped so I cannot use... Custom skinned mesh renderer with animations ..read more
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Blend tree Interpolation Method
Unity Forum » Animation
by salikahicham5
1w ago
Hi guys, hi unity team. I'm confused about the math formulas behind how unity calculate the interpolated motion on 2D blending types of blend tree. As i want to do the seem for variables like vector3 to match the interpolated motion with an interpolated vector3. Please Help with some clean and non-complicated math formulas ..read more
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