Unity 2D c# - How to save last animation position - c#

I have player and his climb animation, so i want climb_end animation position save to game object player. I don't want return back to player position after last animation frame. Thanks

Make sure the animation is not set to loop (uncheck looping in the animation file).
Also, make sure "Has Exit Time" in the animation controller's climb_end animation state is unchecked. This might be causing the animation state to move onto another animation after it's finished running.

Related

After animation in an animation layer is done playing the character remains in the last position of said animation

DESCRIPTION
I am learning to use Animation Layers. I created one with a mask so only the torso and head are affected. It has an empty state so that the animation isn't played first thing automatically, which transitions to a torso hit animation when a trigger is activated. The animation is set to Additive with weight of 1 as I want the the animation to be played with all of its intensity.
The animation works beautifully and when my character is shot in the torso it seemingly winces from the pain by bending its torso down while continuing to run or do stuff.
PROBLEM
After the animation is completed, the character remains with its torso bent down and continues running/doing stuff in that position instead of simply assuming the position of whichever animation is playing in the Base layer.
WHAT I TRIED
Fiddling with all of the settings visible in the image below, including "has exit time" and "interruption source", creating a transition back to the empty state and googling. Unfortunately, this is the full extent of my knowledge.
SETTINGS
QUESTION
How can I have the character revert back to the position of whichever animation is playing in the Base layer after the hit animation is played?
You don't have any transition back from Torso hit to New State.
Try adding one with
has exit time = true
exit time = 1
Like this (might want to adjust the duration of course)

Unity 3d How to make the player to stay at the target position after the animation completes

Hello I have the Problem that the Animation Pos not stay. I need this for a Dodge(Combat) system. Root Motion Doesn't work!
.
You can make another state in animation and make your animation to go to that state. In script don't let player move when animation is in that state.
Return to idle state whenever you want to make things normal again.
Other way to do is use other animations libs (like leantween) and make a callback after animation ends.

How to move a cube using an animation

I'm trying to make a cube in unity move using an animation I made in unity. When I press "W" the cube should animate to another position, but when the animation is finished it goes back to where the animation started. Also when I do the animation the animation starts at the position where the animation was created. I tried fixing this with applying root animation to my cube and checking the "Generating root motion curves at runtime" option in my animation inspector. But when I do that the cube won't move. Can I get some help with this issue.
This behavior is quite normal, once the animation stops. You have a couple of options.
If the animation is only about translation and rotation, then do it the straightforward way (without the animation) and by manipulating position and rotation
Create another animation that starts in the last frame of your moving animation and loop it (you have finite state machines in Unity for animations)
Cache the current position and rotation of your object, detect the
end of the animation and set the position and rotation to the last
cached values.

(Unity3d) How to stop character from going to the first position after the animation?

I am trying to animate a warrior,
He has a special hit using the sword.
Jump, and hit..
During the animation he takes some steps to the front and after the animatiin is done.
It goes back to the idle state leaving the new position.
It annoys too much.
So what I am asking.
How to keep the new position and change the collider position to that new position?
How to keep the new position
Depends how you animate it. But essentially,
Make the animation not loop
Make it not transition to other unwanted animations.
Have the next animation begin from the endpoint of the previous one.
and change the collider position to that new position?
The collider position will follow the position of whichever object it is located on. Also if they are animated. So if your collider is on a leg and you move the leg outward, the collider will follow that same animation.
Additional information
If you don't know how to make things work from here. It would be great to show the code you are using (if any) and how you make the character animate.
If it is with an animation controller, please display the transitions and animations of it in a screenshot.
Always try to provide relevant scripts and screenshots when asking questions.

How to allow movement while in animation (Unity)

I have a game I am making where I want that the player has no animations until it hits a certain trigger. Then I want a short animation to be played, then it will stop the animation again.
To get this effect I have the above animator state machine attached to my player, and when the player collides with the trigger it plays the Halfway animation, then it goes back to the empty state. All of this seems to work fine at first but while my player is in this empty state loop thing, I cannot move it. I am using "rb.velocity = new Vector3(stuff);" to move my player, and when I disable the animator component I can move fine. I was wondering if
There is any way to enable movement while I am in this empty state,
There is some way to get rid of the entry transition entirely so I don't have to have the empty state at all, or
Pretty much anything else that would make this work :P
If you need more information let me know, I will try and help you help me as much as I can. Thanks!

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