How do you get possible transitions from the current animation? - animation

I have several trigger animations which start an animation which are divided into three separate states (in, main and out). The animations would ordinarily play like so:
Idle (trigger)-> in -> main -> out -> Idle
I want to be able to abort the main animation state and cross-fade to the out state.
Using CrossFadeInFixedTime I can easily cross fade to a named state but I'm having trouble to dynamically find the name of the 'out' transition. The current animation state doesn't seem to have any information about potential transitions so other than using a super-strict naming convention, how can I figure out through code what transitions are available from the current animation state?
Ideally, I want to be able to iterate through the animation tree and look at what clips are ahead.

Related

How do you get animations in roblox not to overlap

So I am working on a game at the moment and I made an animation that I would like the player to use while walking, I'm having an issue where when the animation plays my character stops moving it's legs and arms. Here is the code that I am using to run the animation, I did not include any variables in it.
AnimTrack = plr.Character.Humanoid:LoadAnimation(Anim)
AnimTrack:Play()
You can't if both animations use the same body parts (even if they do not move them).
The only way to combine animations is to use animations that don't use the same bodyparts (have those disabled which are used by the other animation).
Ideally create your own animations to avoid any unwanted effects.

Unity3d Updating position with animation simultaneously

I have an animation for humanoid models to simulate climbing. I have been looking for a way to stimulate this animation when the model comes next to the window. I used the triggers to determine where the model is and it worked. However, when I execute the animation, the position of the model is not being updated according to the animation. I am using offmesh links and nav mesh agent and I disable nav mesh agent when the model triggers. How can I use the animation and provide the update simultaneously?
Animation Properties
Thanks in advance.
I don't think the animation should take care of the movement. You should control that somewhere else. You could make the animation climb from y = 0 to 5 but then it won't work if your ladder is at y = 3.
You'd better have a method that is called from the animation using AnimationEvent so that when you trigger the animation, it also triggers a movement of the object upwards/downwards regardless of the current position of the object. It would simply use Translate and disabled input until the animation ends.

Unity 2D Animator, confusion on parameters and transitions for platform 2d character

I am new to designing games and have been having trouble for the past couple of days with the animator. I have downloaded a free asset off the Unity store that included a free sprite character and also its animations for idle, walk, run, and jump. My issue is when I go to use this asset pack in my game, I can not for the life of me figure out how to transition between idle->walk, and any state->jump. I believe it has to do with no parameters being set up, as I want the walk animation to occur when my character is moving. The issue is that it seems to be stuck in idle mode. In the animator the transitions are set up, but I can not figure out how to let the animator know when I am moving, and when I am actually idle. How can I connect my characters movement scripts to be used in conjunction with the animation? Do I need to write a new script, that uses new parameters I make in the animator, or am I completely missing something? Again I am very new at this, so I apologize if this is a dumb question but I cannot figure it out. All the videos I have watched only show how to build the animations and put them into the animator, and nothing about the scripts or parameters in specific. Thank you!
Look at the animation transition requirements, then set the required values. For example:
Animator anim = obj.GetComponent<Animator>();
anim.SetTrigger("running");
or
anim.SetFloat("speed", 2);
or
anim.SetBool("running", true);
One small thing that could be going wrong: If you somehow have a reference to the prefab instead of the instantiated object in your scene, it will not work. And to be sure it's not working, play the game, find the object with the Animator in the Hierarchy, click it, and open the Animator window. You can see which state is active.
If this doesn't help, can you describe the transitions in more detail?

How to produce and import multiple key frame object animations into Verold

Not sure if this is a Verold or a 3ds Max problem. I have a scene to import into Verold, with objects that animate. I want the objects to complete one animation when clicked, and then start another animation (on loop) when clicked again. What is the pipeline for getting the animations in? I can see how to do it with the character animation file on the Verold tutorial, because you can import just a skelton .fbx, but for objects, you have to import the whole scene each time, no? I am not worried about how to deal with the event handler side, it is getting the animations in. Do I produce the two animations in 3ds Max one after the other in the timeline and then call on them separately somehow? Or do I produce two scenes with identical objects but with different animations and then somehow extract the animation alone? In other words, what does Verold need and how do I get there?
Both approaches will work.
First, if you have a single file in 3ds Max, with both animations in a single timeline, you will need to split the timeline into two takes (clips) inside Verold. You can do this as follows:
Click on the animation asset
In the Inspector, select the first take
Click Duplicate to duplicate the take
Adjust the start and stop times of each take
Then you can trigger the two takes independently with the Event Handler.
Alternatively, you can create two separate files, each with a different animation. When you import the files into Verold, you will end up with two animation assets. You can trigger these two animations independently with the Event Handler.
unfortunately, that's not yet possible. The event handler is for basic interactivity, and we're working on a next release with support for more advanced features.
What I might suggest for now is to use custom actions on your scene, one for each of your animations. This still wouldn't let you do sequential animations, but at least that lets you trigger both of your animations.
If you send an email to info#verold.com, I'll add you to our list, and get you in as a beta user on our timeline tool. Should be in the next few weeks.
Ross

animation not playing unity

This appears to be such a common problem, that finding answer to my specific case is near impossible, because of the amount of noise in google or forum searches.
I have imported object to unity from blender. This objects had smaller objects inside it. Those smaller objects have animation on them, which was created in unity. If I open the animation window (Window->Animation) and press play - I can see correct movement of an object. Animation is set to play automatically in inspector, culling type is always animate. If I play the game however, animation does not play. Why?
add the animation to the main object, then animate the smaller object...
you have to put animation component to main object, then animate the small part...
it is important...
it should work
I Could not find any unity inspector based answer. For now, the best option I have is to create new script, and in update() check if the animation is playing. If not, play it. Very inefficient, so to whoever might stumble upon this post in the future, I suggest you try to add this.animation.play() in setting up part of the script.
I know it's kinda late, but this is for others having this same issue.
Animations in Unity have types (2 of which I know).
Type 1 can be attached to an object using the Animation Component.
Type 2 can only be used in Animators (Mechanim).
Animations imported with FBX files are type 2 (and as far as I know, animation type in FBX files can NOT be changed), so they will usually not work when attached directly to an object with "Animation". They should be used with Animators and Animator Controllers. Just create a New Controller and add the animation. It will become the default animation state and play automatically.
If you want it to loop, click on the FBX asset, and in the Animation tab, choose Loop Time and click Apply.

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