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Questions tagged [animation-controller]

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0 answers
79 views

What's the optimal way of reusing animation, rigs and controllers in a complex setup with multiple characters in Unity 2022.3? I've got a somewhat complex scenario: One character that has 20 skins, ...
Fernando D'Andrea's user avatar
0 votes
1 answer
242 views

I'm following this Unity Animation Rigging tutorial by TheKiwiCoder. What I have now is a rig layer containing all kinds of constraints. The tutorial instructs to add an animator to this rig layer and ...
pond's user avatar
  • 3
0 votes
0 answers
56 views

I'm working on creating an animation system used for mouth movement that works like this: BEFORE the animation clip starts playing, cache the SpriteResolver's state (category and label) Once the ...
KD867746's user avatar
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2 answers
834 views

So atm im working on a game where we need many different units each with their own animation set. Is there a way to automate this process? or do we have to create blend trees manually with each ...
Angelo's user avatar
  • 38
0 votes
1 answer
1k views

I'm trying to use the legacy Animation component for the UI and I can't find a way to make it go from one state to another smoothly. When using the Animator component the animated parameters change ...
Serg's user avatar
  • 393
1 vote
1 answer
2k views

The animator of my character gets stuck from time to time into the first attack animation instead of transitioning to the next one, even if the condition of transitioning is met. This problem gets ...
TensaDev's user avatar
0 votes
1 answer
261 views

First of all, I have a character with 2 armatures (Upper/Lower Body), where the Upper Body is the child of the Lower Body's root bone (Hip). This is intended, and I really don't want to touch the ...
505Legion's user avatar
  • 103
2 votes
1 answer
4k views

i use unity but this question applies for any third person controller or enemy controller. i need to use foot ik on slopes(any condition and any kind of slope) to place foot on right places. as i ...
virtouso's user avatar
  • 2,680
2 votes
0 answers
44 views

For various animations for NPCs (getting hit with projectiles, shooting, dying) I've been creating 2-4 animations each in blender before exporting. Should I be doing this inside Unity with Animation ...
benbastien's user avatar
0 votes
1 answer
874 views

I move my character based on the rootmotion of their animation using a blend tree that uses 2D Freeform Cartesian input (Vertical, Horizontal) if Vertical = 1, the character moves forward based on the ...
alaslipknot's user avatar
0 votes
2 answers
465 views

I am trying to animate a model in my project, and although I have been successful doing the same in other projects, I am not succeeding in this one. The model does not seem to animate, although in the ...
PayToPwn's user avatar
  • 123
0 votes
1 answer
434 views

I have created a 1D blend tree. It is being used for a 3rd Person Controller. The blend tree consists of 3 animations: aim pistol down to the floor aim pistol at middle of the screen (straight ...
tmighty's user avatar
  • 919
0 votes
2 answers
509 views

Goal One might use a coroutine to interpolate an object's position from point A to point B. What I'm trying to do is store that interpolation as a Unity Animation file, but have the ability to ...
verified_tinker's user avatar
1 vote
0 answers
732 views

I'm using animation layers for a model of type "Generic". The "Base" layer contains an "Idle" animation. The "Shooting Layer" contains a pistol shooting ...
tmighty's user avatar
  • 919
0 votes
1 answer
4k views

I have 2 layers: The base layer, and an upper body layer. On the upper body layer, I have an avatar mask because I only want to affect the upper body. However, this mask doesn't work as expected. Here ...
tmighty's user avatar
  • 919

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