So i made a animation for my sword in unity, the animation is basically the sword attack, the animation itself works perfectly, BUT when the animation finishes the sword just freezes on the position of the last frame in the animation, and before you ask; yes i do have Animator component on my sword, anyways, if i check the Loop Time option the animation just loops forever, if you have any solution's about the problem be sure to comment or answer about it, anyways, THANKS!
I would make the "loop" in the animaton window. Just copy&paste keys and make sure the first keyframe is the same as the last keyframe of your sword animation.
copy Transform properties of first keyframe and paste to the last keyframe of your sword animation, so that after one loop sword will come to its initial position
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I'm trying to animate a spaceship barrel roll, and for some reason when the roll animation end, the ship goes back to the starting position. Attaching a GIF to display :
https://gfycat.com/glaringgrotesqueherring
https://gifyu.com/image/tQ8I
Here is how I set up the animator, as you can see there are no properites on the idle animation:
What am I doing wrong? Thank you.
I've made an animation on an Image object in my Unity game. When the animation has finished it animates back to its original position! I'd like to stop this from happening. I've tried Googling and searching here on SO but can't see any solutions so far! My animated object has an Animation and Animator components attached to it. The Animation component has an array of 3 animations. I only want to ensure one of them does not loop back to its default/original position.....
Here is a screenshot of the animation components attached the gameobject:
I suppose in the animation sequence the last frame is the same as the first frame? This is what usually happens and restores the animation to the original position. Try removing the "loop" tick of the animation as well as check the first and last frame.
I had the same issue, and I solved it just now. You must unchecked to Root Transform Position(XZ) / Bake Into Pose, from inside your animation.
I'm making a basic 2D character animation where the character can move left/right/up/down. I've got four "look" animations for when the character is standing still and four "walk" animations for when the character is moving. In my animator, I've got triggers isStopped and isMoving. When the character starts moving, I set isMoving and when the character stops moving, I set isStopped.
Everything's working except for a weird behavior that when I click somewhere for my character to move, he quickly enters the "look" animation for a fraction of a second before changing to the correct "walk" animation. I can verify this by looking at the Animator window in Unity to see which state is being entered.
As soon as the character begins moving, I set the isMoving trigger, and when the character reaches its destination, I set the isStopped trigger. I also have a facing integer parameter which I set to 1, 2, 3, or 4 during each update cycle.
Here is a screenshot of my animation setup.
Why is he entering the "look" animation prior to entering the "walk" animation?
I figured it out. I was setting the isStopped trigger twice. I didn't realize the trigger would stay set until it was consumed by another animation changed.
I've got a jump animation but i forgot to make a seperate 'falling' animation (and i've lost the original blender files so I can't go back and make one). At the moment, my character jumps and then the run aniamtion starts as soon as the jump is complete, so it starts running mid air.
What's the best way of solving this?
Can I pause the animation mid way through the jump?
I'm using c#.
Thanks!
You can pause the animation when the player is in the air with Animator.enabled = false; or Animator.StopPlayback(); then detect when the player is touching the floor with collider and enable your animation again.
I downloaded 2 animations from Mixamo called Idle and Walk_Forward. I created my controller with blend tree and it worked fine. But the problem is when I press W button, the character only move a short distance then back up to the orginal place where he start "Idle". Someone told me to download animation with "In place" option. So I tried then had another problem: The character just play animation but not move forward. About my component on character, I created RigidBody with Use Gravity, and the animation and character is humanoid type. How can I make those animations work ?
If you are using an animation which animates in place then you'll have to add a characterController to make you're character actually move. The animation will only make it look like you'r player is moving. Here is an example of how to move your character.
Implement import of model settings and set "Animation Type as humanoid" in the Rig tab. Then press Apply. Now your animation would not repeat.