I have an animation problem and I can't figure it out.
I've imported an animated character from Maya 2014 to Unity 4.0 using the Humanoid rig. Everything seems to work fine. The avatar was automatically recognized and the animation works but for some reason the hips won't move!
I have animated a "jumping" run so the character has to go up and down while running. To do this I have animated the translation of the hip bone and for some reason it is not imported in Unity (the rotation works by the way). So the character is running in mid-air.
What might cause this?
as you can see the hips should go up and down, but in unity it's not moving
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All my animations were working fine, I was adding a boss fight in level 12
Got it working but the player ship that I wasn’t working on was only showing the back half, as if it had been cropped! Yet still animated as normal.
When I tried a clean build I tested level 1 and the player ship is still cropped, along with some other animated nodes, like the weapon power up symbols.
All the other animations are working ok.
Any ideas what could cause this?
I finally worked out what was wrong and how to fix it. I had made lots of atlas files but a Xcode update didn’t like the way I had made them or the location I put them. I deleted all the atlas files and made them inside the Assets.xcassets file, using the menu and selecting create atlas sprite file.
Now all my animations work as they should
I have created a HoloLens app using Unity 3D. In the app I want to show a text canvas with some animation on click of a button. I have done this with Animator control and script to open an Animation state on click of a button. This is working fine when I try on Unity Preview. However when I try the same app on HoloLens emulator or on device the animation doesn't work. The canvas opens up simply without any animation after some delay (I think delay of animation to be completed). This is not the case for Unity Game Preview.
Please let me know what else we do to support Animations made in Unity on HoloLens.
I have fixed the issue. Not sure what was the exact problem but the cube object was mashed off as added some components, which might not actually needed.
Freshly re-designing the cube and animations worked.
I am new to 3D libgdx api, when I tried to run the animation, it shows a lot of randomly placed triangles on my screen, I followed this one, libGDX: 3d animation not working, when I play the animation in blender, it is okay. I exported it by default settings. I have placed all the .obj, .mtl, .fbx, all the textures, and I have read all the tutorials and comments of Mr.Awesome Xoppa, but still no result. Help will be much appreciated.
I have tried it on windows 7, OpenGL 2.0, intel GMA x3100, nightly builds of libgdx, even a simple knight animation in the gdx-test doesn't work, but the static meshes work fine. Today I tried it on linux, Mesa3D OpenGL 2.1, Ubuntu 12.04LTS, it works fine but there are some dark lines surrounding the animation. I think my archaic hardware and software support that causes it.
The answer is there is no way of running the animation in Windows 7, as it only supports OpenGL 2.0, but in Ubuntu it will work, as Mesa3D supports OpenGL 2.1. The black lines are the vertices that are not assigned to the bone.
I've been working on a new game, and I just put in my first animation, an explosion.
The problem is this. The explosions spritesheet is 1200x100, made up of 12 100x100 frames.
The explosion animates fine EXCEPT the origin is behaving strange. I want the explosion to be centered, so I specify 50, 50 as I've done on previous games in the past. This centers in the Y direction but in the X direction its only moved slightly.
After some fiddling I noticed that if I put the origin as 600, 50 (half the spritesheets width) it centers correctly. This makes no sense. I've used this animation code before and never had this problem. I've ensured the values are all being passed correctly, and the destination and source rectangles look to be correct... I am STUMPED!!
I tested Monogame and there is something going on between XNA vs monogame.
I've made this sample for anyone whos interested to download and inspect for themselves.
As you'll see, in the XNA version the black dot is in the middle as it should be, but on the monogame version its way off center.
Not sure whats causing this. Rectangle or spritebatch.draw differences? or perhaps its the way the textures are processed using the monogame content project. Any help is greatly appreciated!!!
To run this you'll need xna 4.0 installed as well as monogame 3.0
http://www.filedropper.com/testanimation
http://monogame.codeplex.com/releases/view/102870
Well I've figured it out!
Seems it was a problem with the content builder in the 3.0 monogame release.
Today the 3.0.1 release came out, so I uninstalled 3.0 and installed 3.0.1.
I then ran the project, the problem still remained. So i opened my content project, rebuilt all my content, copied over the files and tries again, problem solved!!! :D
TY Dr. Asik for spurring me into the right direction! :)
So, I'm working on a mac app, and I'm trying to add a shadow via core animation to a button. I used the effects pane in Interface Builder and set the shadow and color, and made sure to check the "Want's Core Animation Layer" checkbox. But when simulating the interface or building the app, there is no shadow. I would appreciate it if someone knows what's wrong.
Thanks!
Edit: I've tried several things, including cleaning the project and turning on and off core animation. Nothing fixes it.
I fixed it. I ended up going through every interface element in the tab view and turned off core animation on each one (I had some strange transparency stuff going on). Then I went back to add the shadow, and it worked fine.