I have imported some Maximo animations, but when i use them i see that the character moves with the animation. when i walk for example i want it to be done via code and not the animation. how can i do this?
my animation rig is set to Humanoid, and also to loop when it ends.
i have tried to check if i can find it in the animation window, and if i can see the changes but no result. i think its the animation itself that changes its position. so please help me find this out or help me find another software where i can create an animation without moving the player.
i am talking about walking/running animations i need a way to not move it via the animation but via my character controller script.
Pretty sure you just need to turn off root motion.
https://docs.unity3d.com/ScriptReference/Animator-applyRootMotion.html
Just pick your avatar and uncheck "Apply root motion", or you can change it via code if you prefer.
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I'm currently having a problem with Unity Animator and I haven't found a solution yet. I'm trying to animate the position of a UI object through its Anchored Position with Unity Animator. Even though I have the checkbox Apply Root Motion active, when the animation ends it returns to its original position, instead of maintaining the position that changed.
I activate the animations through Triggers in a Script, and all the Scripting logic works well. The expected behaviour would be like you can see in the gif, but moving through the connectors instead of turning back to its original cell.
I tried to make an Empty GO the parent and animate child, remake the animations, remake the animator, etc., but nothing worked so far and I don't know what to try next, and I could use some help.
Thanks for answering! I will answer anything necessary when asked!
Current State Gif:
Animator Screenshot:
I can't be sure why your apply root motion is not working as it should but you can fix this in another way.
You create 3 animations with the Anchor Position, one at the startpos, one for the transition from the first one to the end one, and the endpos.
Start animation and end animation should be looping while for the transitioning one you can uncheck the looping in the inspector of animation
In the animator set the startpos as default state and create a transition with the trigger to the moving animation. Then add a transition from this animation to the idle end position without a condition but just has exit time set of the time the last animation will play
In this way, it should all work fine and if you want to come back to the first position you can add another transition with a trigger to the start or whatever you prefer.
Halo guys, I'm literally new to C# on Unity. Can I ask some scripts if I may to you all. The case is somethings like this: I have an animation that played some sprites on a scene. I want to know if I can skip / forward the animation by touch using C# scripts placed on Empty Game Object. So the animation can move forward for 1 second / 2 seconds if the user touch the screen, so the animation more faster done playing or the user doesn't need to wait the animation that played to be finish.
I just think I may build that function with for statement and placed on void update. Please correct me if I'm wrong, and if I may put some code on you'r thought. Many thanks and cheers :).
For example a humanoid is standing still and one hand is grabbed with the cursor and cursor is moved around to make the humanoid do a waving motion. In this case the hand and the arm will only be moved but the rest of the body stays still.
How can I achieve this? How do I add a collider between each joint? or do I need to use ragdoll mechanics? I have no idea how to achieve this. If someone could send me in the right direction. I just need to basically be able to turn a humanoid in to a puppet where any parts can be grabbed and moved with the cursor.
I'm coding a script in Unity that is applying a sequence of motions to my camera, for it to follow a predefined path. I need to repaint the scene in between every small motion otherwise the scene is drawn only when it reaches its final position.
I tried a lot of options but I just can't find something working for me.
I already tried :
SceneView.RepaintAll();
HandleUtility.Repaint();
and it can't find the Repaint() method from the Editor or EditorWindow classes.
Any idea ?
rendering process start after each Update(). Let process your motion logic in several Update with interpolation between each update.
How do I detect Input.GetMouseButtonUp outside a specific GameObject's area in Unity? Are there any Unity Assets for this, or should we do this programmatically?
It certainly has to be done by programming it, whether there is an asset or not. As it is rather easy to program, I doubt there is one.
What you need to understand is, that Input.GetMouseButtonUp(int button) is an event and entirely decoupled from any "position". The description from the API says "Returns true during the frame the user releases the given mouse button.".
So in the frame a mouse button has been released you want to check if the arrow is "touching" or laying over some GameObject (GO). According to your example you will do nothing when the GO was hit, and else do something.
One way to do that is to use the following method:
http://docs.unity3d.com/ScriptReference/Camera.ScreenPointToRay.html
Your GameObject will at least need a collider, maybe a rigidbody too in order to be detected by the ray. I'm not completely sure atm if both are needed.
Additional note: Having an UI element, this method could also be used to set some flag while hovering over it e.g. : http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnMouseOver.html