unity – How do I stop my skeleton from playing the walking animation?

Welcome to the GameDev Stack Exchange.

As other users pointed out, GetAxisRaw returns values in the range of (-1, 1) which means if a user (or skeleton in your case) is not holding down both keyboard buttons or a joystick in the exact correct position, you will be returning values less that 1 or greater than -1. This will cause your animation code to return earlier than you probably planned. I believe this is the main source of your problem.

However I think there is another issue with your code. If you take a close look at your Move() function, you will see that you are actually updating your animators Bool before you update the value of _isWalking. This means any update you send to your animator will be 1 update frame late, and if you are short circuiting (returning earlier to avoid running additional extra code) you may never pass the correct value into your animator.

These problems often pop up a lot and can be confusing to new game programmers, so I would suggest you look into adding code like Debug.Log("My current input is: " + input.x + ", " + input.y); in places you think might be going wrong. If your case Debug.Log("Setting animation controller Walking bool to: " + _isWalking); would help you know when and if you are sending your updates to the animation controller.

Here is slightly updated version of your script that I think will help fix your issues. It might have some compile errors (sorry I didn’t test it) but I think you can probably get it working without too much trouble.

public class SkeletonMove : MonoBehaviour
{
    private float velocity = 5f;
    public bool _isWalking = false;
    public bool debugMode = false; // normally you don't want this kind of code here long term, this is just an example

    private void Update()
    {
        Vector2 input GetInput();

        if (Mathf.Abs(input.x) == 0 && Mathf.Abs(input.y) == 0)
        {
            StopMoving();
        }
        else
        {
            Rotate(input);
            Move(input);
        }
    }

    private Vector2 GetInput()
    {
        Vector2 input = Vector2.zero;
        input.x = Input.GetAxisRaw("Horizontal");
        input.y = Input.GetAxisRaw("Vertical");

        if (debugMode)
        {
            Debug.LogFormat("Skeleton {0} Input Update: {1}, {2}", gameObject.name, input.x, input.y);
        }

        return input;
    }

    private void Move(Vector2 input)
    {
        Vector3 movement = new Vector3(input.x, input.y, 0.0f);
        movement.Normalize();
        _controller.Move(movement * velocity * Time.deltaTime);
        
        _isWalking = input.x != 0 && input.y != 0;

        if (debugMode)
        {
            Debug.LogFormat("Skeleton {0} {1} Movement Update: {2}, {3}", gameObject.name, _isWalking ? "Walking" : "Sitting", movement.x, movement.y);
        }

        _anim.SetBool("Walking", _isWalking);
    }
}

Normally I wouldn’t recommend this extra “debugMode” stuff, but I’m guessing you might be new to programming so it may be helpful for you to use this kind of style to help debug issues and keep track of how things work until you are more used to working with Unity and some of it’s weird quirks. If you run into some really tough issues you may also want to look into using “breakpoints” so you can check your code line by line to see where parts may be failing or acting in seemingly unpredictable ways.

animation – Aseprite “Duration” vs Unity “Samples”

The “Samples” field is short for “Samples per Second”

So if you’ve set your “Samples” to 60, then each tick on the animation timeline represents one sixtieth of a second, or about 16.6667 milliseconds.

To make your life simple, you could set your “Samples” to 1000, then each tick is exactly one millisecond, and you can copy over your keyframe positions unchanged from a program that presents them in millisecond timings.

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prime numbers – How do I reproduce the animation in this video?

I don’t know much about the prime number theory and neither am aware of a lot of special mathematical functions. But am interested in having a general idea about how zeros of the Extended Harmonic Series are related to Prime Number distribution.

I was watching this video. It mentioned how non-trivial zeros of the extended Harmonic Series are related to the approximation of the modified version of the prime number counting function.

I figured out it is implemented as PrimePi and I tried to make it look like the modified version as follows:

PrimePsi(x_):=Sum(If(PrimePowerQ@n,Log@Surd(n,PrimeOmega@n),0),{n,1,x});

But after some digging around I found a function MangoldtLambda that does exactly that (which is surprisingly not on the function page of PrimePi). So I modify as follows:

PrimePsi(x_):=Sum(MangoldtLambda(n),{n,1,x});

Now I can get the step function shown in the video as follows:

Plot(
    {PrimePsi(x)},{x,0,32.5},
    PlotLegends->"Expressions",
    PlotRange->{{0,32.5},{0,34}},
    ImageSize->Large,
    AspectRatio->1/2
)

But how do I get that green function on the graph here? I know WL implements Extended Harmonic Series as Zeta and its non-trivial zeros can be grabbed by Im(ZetaZero(...)) but what is that green function in the graph shown in the video and how do I make it in WL?

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How can I add a trigger variable negation in Animation machine’s transition in Unity?

How can I add a trigger variable negation in Animation machine’s transition in Unity?

I have two transitions.

First happens if jump == false && grounded == true && duck == false && shoot, second happens if jump == false && grounded == true && duck == false && run == false. I want to change the second to the jump == false && grounded == true && duck == false && run == false && !shoot, i.e. add the trigger variable negation in the end.

How can I achieve this?

First

enter image description here

Second

enter image description here

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unity – Correcting imported animation to avoid hand going through the face of character

I’ve imported an animation from Mixamo called standing draw bow.
When I use it with my character in Unity the hand goes through the face of my character.

Is there a way to move hand a little outside the face of the character using Blender or Unity? Or am I required to make up the animation myself?

I tried modifying parameters Mixamo offers but doesn’t resolve the problem.

spritekit – Unable to execute attack animation

I am building a game in Swift using SpriteKit and GamePlayKit. I have built joystick and the players character can move with animation depending upon its orientation.

However, when I try calling (when pressing the attack button) the animation for attack – it never gets played. What am I doing wrong?

switch(AttackDirection)

    
    {


    case .ST:
    SpeedX = 0
    SpeedY = 0
        if AttackDirection != LastDirection {

            removeAction(forKey: "Attack")

            if LastDirection == Direction.E
            {
            self.texture = SKTexture(imageNamed:"AttackRight1")
        }
            if LastDirection == Direction.W
            {
            self.texture = SKTexture(imageNamed:"AttackLeft1")
        }
            
            if LastDirection == Direction.S
            {
            self.texture = SKTexture(imageNamed:"AttackFront1")
        }
            
            if LastDirection == Direction.N
            {
            self.texture = SKTexture(imageNamed:"AttackBack1")
        }
       

        }

        LastDirection = AttackDirection

        
    case .E:
    SpeedX = SP
    SpeedY = 0
        if AttackDirection != LastDirection
        
        {

            
        let MoveAtlas = SKTextureAtlas(named:"Sprites")
        var MoveFrame = (SKTexture)()
        for i in 1...MoveAtlas.textureNames.count / 2
        
        {
            
            let TextureName = "Right" + "(i)"
            print(TextureName)
            MoveFrame.append(MoveAtlas.textureNamed(TextureName))
            
        }
        
        let MoveAnimationAction = SKAction.repeatForever(SKAction.animate(with:MoveFrame, timePerFrame: 0.125))
        self.run(MoveAnimationAction, withKey: "Attack")

        }
        LastDirection = AttackDirection
        
    case .W:
    SpeedX = -SP
    SpeedY = 0
    
        
        if AttackDirection != LastDirection
        
        {

            
        let MoveAtlas = SKTextureAtlas(named:"Sprites")
        var MoveFrame = (SKTexture)()
        for i in 1...MoveAtlas.textureNames.count / 2
        
        {
            
            let TextureName = "AttackLeft" + "(i)"
            print(TextureName)
            MoveFrame.append(MoveAtlas.textureNamed(TextureName))
            
        }
        
        let MoveAnimationAction = SKAction.repeatForever(SKAction.animate(with:MoveFrame, timePerFrame: 0.125))
        self.run(MoveAnimationAction, withKey: "Attack")

        }
        LastDirection = AttackDirection
        
        
        
    case .S:
    SpeedX = 0
    SpeedY = -SP
        if AttackDirection != LastDirection
        
        {

            
        let MoveAtlas = SKTextureAtlas(named:"Sprites")
        var MoveFrame = (SKTexture)()
        for i in 1...MoveAtlas.textureNames.count / 2
        
        {
            
            let TextureName = "AttackFront" + "(i)"
            print(TextureName)
            MoveFrame.append(MoveAtlas.textureNamed(TextureName))
            
        }
        
        let MoveAnimationAction = SKAction.repeatForever(SKAction.animate(with:MoveFrame, timePerFrame: 0.125))
        self.run(MoveAnimationAction, withKey: "Attack")

        }
        LastDirection = AttackDirection
        
        
    
    case .N:
    SpeedX = 0
    SpeedY = SP
        
        if AttackDirection != LastDirection
        
        {

            
        let MoveAtlas = SKTextureAtlas(named:"Sprites")
        var MoveFrame = (SKTexture)()
        for i in 1...MoveAtlas.textureNames.count / 2
        
        {
            
            let TextureName = "AttackBack" + "(i)"
            print(TextureName)
            MoveFrame.append(MoveAtlas.textureNamed(TextureName))
            
        }
        
        let MoveAnimationAction = SKAction.repeatForever(SKAction.animate(with:MoveFrame, timePerFrame: 0.125))
        self.run(MoveAnimationAction, withKey: "Attack")

        }
        LastDirection = AttackDirection

        
    
    }
    self.position = CGPoint(x:position.x + SpeedX, y: self.position.y + SpeedY)
}
}

animation – Rigged blender model is deformed when imported into Unity

I am facing a strange problem with a model I rigged in Blender. Everything in Blender seems fine:

  • All scales and rotations are normalized

  • There is no unassigned vertex

  • There is no weight bleeding from other bones

seems fine

However when I imported the model in Unity, I am faced with some distortion happening in some of the model’s meshes (it is a composite model).

some distortion happening

Note that this doesn’t seem to be happening for all bones or mesh components, but only for a couple of them.

Does anyone have any clue about why this is happening?

Thank you!