Here's the initial result of my experimentation with Unity's Playables API for the past few weeks (Unity 6): The character animations are controlled by an AnimationManager script that contains a Playable Graph. The graph itself has an output mixer that has 3 mixers as input: a locomotion, a single animation, and a masked animation mixer. Depending on the situation and commands, the script will readjust the weight of each mixer accordingly. The locomotion mixer will handle the character's locomotion animations (idle, walk, strafe, run, etc.). In order to replicate Unity's Animator Blend Tree behavior, all these animations are bundled in a list of clips that has a unique x,y (lateral and forward speeds) attached to it. The AnimationManager will then take the list and create submixers for each clip and attach them to the locomotion mixer as inputs. During runtime, the weight for each submixer is determined using the Inverse Distance Weighted Interpolation method (https://lnkd.in/g8hfW2uC) and uses the character's lateral and forward speeds as input. As for the single animation and masked animation mixers, they can be activated with a function that takes an animation clip and blend duration as parameters. When the function is called, the script will readjust the weight of the locomotion mixer to be zero and the single animation or masked animation mixer to be one (based on the blend duration). So far, the Playables API is pretty awesome as it totally avoids the potential nightmare of having a "spider web" of states in an Animator. Looking forward to further fine tune the current framework to be more versatile. P/S: The AI is using the newly released Unity Behavior package. Gonna do more experiments on that.
Khairul Iz'aan Zin’s Post
More Relevant Posts
-
I am happy to announce that I have finally published a new tutorial on my website! 🎉 After a long time! This tutorial provides a step-by-step guide on how to import and animate 3D models from Mixamo in Unity. Whether you are a beginner or looking to brush up on your skills, this tutorial is for you. In this tutorial, you will learn how to: 1. Set up a new Unity project, 2. Download a character and animations from Mixamo, 3. Import the character and animations into Unity, 4. Apply the animations to the character, and 5. Create a script to control the character's animations Check out the full tutorial here: https://lnkd.in/gqXbmM5y I hope you find this tutorial helpful. If you have any questions, feel free to leave a comment below.
To view or add a comment, sign in
-
A nice beginner lesson in Unity about how to trigger animations based on distance. https://lnkd.in/ehiRFmmR
Unity Tutorial: Collider Distance Trigger
studiobright.info
To view or add a comment, sign in
-
🎮 Section 04 of Unity Game Development Master Class: Raycasting, Animation timeline & Animator 🚀 In this section, I explored advanced techniques in Unity involving raycasting, navigation mesh (NavMesh) baking, and sophisticated animation systems. I learned to seamlessly integrate camera movements, animate 3D models, and manipulate game object interactions to create a more interactive and immersive game environment. [ - ] Key Topics Covered: 01. Raycasting: Camera to Mouse Position: Learning how to cast rays from the camera to the mouse position to interact with the game environment. 02. NavMesh Baking & NavMesh Agent: Techniques for creating and optimizing NavMesh in Unity for efficient AI pathfinding. 03. Click Visualization: Implementing visual feedback for mouse clicks within the game scene. 04. Camera Movement: Advanced methods for smooth and responsive camera controls. 05. Importing 3D Models: Techniques for integrating 3D models into Unity. 06. Animation Timeline: Utilizing Unity’s timeline features to orchestrate complex animations. 07. Animation Events: Scripting events that trigger during animations to enhance gameplay mechanics. 08. Animator: Setting up and configuring Unity's Animator to control character animations dynamically. 09. Raycasting: GameObject to GameObject: Techniques for raycasting between objects to facilitate interaction. 10. Enums Player States: Using enumerations to define player states and manage game behaviors effectively. 11. Applying Damage: Scripting damage interactions and wrapping up the session’s content. [ ! ] Link to the repository: https://lnkd.in/eYAfZVBY
To view or add a comment, sign in
-
Game Development Diary: Custom Skeleton Animation Editor Recent Update: No progress updates for three days due to research on buying a car in the UK. After completing the Boss's skeleton design, I began working on more complex skeletal animations. Challenges Faced: JavaScript lacks animation tools similar to Spine2D or Unity. Animation formats output by tools like Spine2D aren't raw enough, making dynamic animations difficult to achieve. Solution: Over the past three days, I independently developed a skeleton animation editor. Features of the New Editor: Output is a container holding textures on the same layer. Animations consist of baked components and frame data. Movement based on frame arrays. Advantages: Simple structure Easy to modify during development Potentially applicable for AI training operations Future Prospects: Considering productizing this editor as a standalone application. This development experience highlights that sometimes in game development, creating custom tools is necessary to meet specific needs. This not only solves current issues but may also open up new opportunities for future projects.
To view or add a comment, sign in
-
Blender or Unity: Which 3D creation software is right for you? Dive into our latest post for a comprehensive comparison, featuring key features, pros, and cons. https://lnkd.in/g3ww6SRc #blender #unity #3dmodeling #gamedevelopment #animation #digitalart #softwarecomparison
Blender vs Unity: A Brief Overview, Features, Pros & Cons
orioninfosolutions.com
To view or add a comment, sign in
-
While developing, sometimes you will find yourself in a situation where you face two approaches. The first approach has an easier concept but requires much more manual work (copy-pasting, if-else statements, etc.). The second approach has a much harder concept (math and equations) but easier implementation. Especially in animations, believe it or not, 90% of the time, you have to take the second approach. Otherwise, you will not get the expected results! You will have flickering results! Sometimes it will be laggy! Also, it won't be interactive and dynamic. I made this effect in Unity (My first project at the hanging house). I had two approaches: the first approach (easier concept but harder implementation) was to divide the posters into rows, then make an independent path for each one of them. Each row would follow the corresponding path. That looks fine, right? Believe it or not, I spent three weeks on this approach. I even made an animation tool that changes the path in real time, all of this to make it a bit similar to how it is now. After that, another concept came to mind. Actually, I found a new animation concept! (Later, I discovered that this idea already existed) To summarize in a small sentence: speed vector equals distance vector! Speed is the first derivative of x with respect to time, and distance is just a linear function of x. By solving this equation, it is possible to get the equation of x based on time. This was the core concept of the animation. The next core concept I used was circle tangent: basically, when a poster enters the artificial region circle I made, this circle will add to the poster’s velocity toward its edge. These are the bold lines about how this animation works! Look how simple it is to implement! The implementation time for this idea was less than three days. It is just too simple to implement, but it gives much better (dynamic and interactive) results in such a shorter time. This effect was done from scratch in Unity. I didn't use any animation library. It is just Unity and C#! don't limit your self, don't think how others did it, or is there any existing library for this. Just go and do it your self in your way! and believe me, this how you grow, and this how you learn! ------------------------------------------------------------------- Please don't forget to include our brothers and sisters in Gaza in your prayers. Currently, they are going through really tough times. This is the minimum thing we can do for them. #Unity3D #C_Sharp #Math #Derivative #Animation #Logic #Dynamic #Interactive #Integration #Simulation #Programming #TheHangingHouse #THH
To view or add a comment, sign in
-
Quick lesson in Unity on how to trigger an animation based on one object's distance from another.
Unity Tutorial: Collider Distance Trigger
studiobright.info
To view or add a comment, sign in
-
🎉 Custom MetaHuman Project in Unreal Engine 🎉 I’m excited to share a recent project where I collaborated with an amazing team of character artists to create a custom MetaHuman in Unreal Engine. This character highlights the seamless blend of artistry and technology that MetaHuman tools make possible. Key Highlights of the Project: • Collaborative Creativity: We focused on customizing facial features and achieving a unique, lifelike look while ensuring the character was optimized for real-time applications. • MetaHuman Animator: I worked extensively with Unreal Engine’s animation tools to bring this character to life, ensuring realistic facial expressions and motion that elevate the quality of the design. • Real-Time Optimization: The character was fully optimized for real-time rendering, delivering top-notch visuals while maintaining performance efficiency. This project showcases how Unreal Engine’s tools continue to redefine character creation. Below is an example of the final result. I’d love to hear your thoughts or connect with others passionate about character creation and Unreal Engine projects!
To view or add a comment, sign in
-
𝙈𝙤𝙨𝙩 𝙜𝙖𝙢𝙚 𝙙𝙚𝙫𝙨 𝙉𝙀𝙑𝙀𝙍 𝙪𝙩𝙞𝙡𝙞𝙯𝙚 𝙪𝙣𝙞𝙩𝙮'𝙨 true animation potential. There are 40+ things you can do with animations! Here's a cheat sheet for them: 🎯 Parameter Control 🔹 SetBool/Float/Integer - Control your animation states 🔹 SetTrigger/ResetTrigger - Manage animation transitions 🔹 GetBool/Float/Integer - Read current parameter values ⚡ Performance Boost 🔹 StringToHash - Convert parameter names to IDs 🔹 Use hashed IDs instead of strings 🔹 Cache hash values at startup 🎬 Animation Control 🔹 Play - Direct animation playback 🔹 CrossFade - Smooth transitions 🔹 PlayInFixedTime - Precise timing control 🔹 StopPlayback - Halt animations 🔄 State Management 🔹 IsInTransition - Check transition status 🔹 GetCurrentAnimatorStateInfo - Track current state 🔹 GetNextAnimatorStateInfo - Preview upcoming state 🔹 Rebind - Reset entire animator 📊 Layer System 🔹 SetLayerWeight - Fine-tune blending 🔹 GetLayerWeight - Read blend values 🔹 GetLayerName/Index - Layer identification 🔹 Layer indexing for partial animations ⚙️ Core Properties 🔹 applyRootMotion - Physics-based movement 🔹 bodyPosition/Rotation - Direct transforms 🔹 updateMode - Sync with physics 🔹 stabilizeFeet - Improved grounding 🎯 Events & Timing 🔹 AnimationEvent - Trigger callbacks 🔹 Multiple parameter types (float/int/string) 🔹 Precise timing control 🔹 Runtime event creation 📈 Animation Curves 🔹 Linear/EaseInOut - Quick curve creation 🔹 AddKey/RemoveKey - Custom curve editing 🔹 MoveKey - Adjust timing 🔹 Evaluate - Get values at any time 💡 Pro Tips: 🔹 Always use StringToHash for parameters 🔹 Cache animator references 🔹 Use layers for partial body animations 🔹 CrossFade for smoother transitions ⚠️ Common Pitfalls: 🔹 Using string parameters in Update 🔹 Not resetting triggers 🔹 Ignoring layer weights 🔹 Forgetting to handle transitions Get All the Cheat Sheets Emailed to you! https://lnkd.in/gV2ZFsEq *** Outscal is a Community for Game Devs to find Jobs and Courses. Visit Outscal.com Mayank Grover, Mridul Agrawal, Malhar Devasthali, Aryan Khera, Aryan Saxena #unity3d #gamedev #animations #programming
To view or add a comment, sign in
-
Hello Everyone !! Let us resume Brain Barter😎 In my last post, I shared some of the unity terminologies for Game development let's resume it. 1. Rigidbody: A rigidbody is a property, which, when added to any object, allows it to interact with a lot of fundamental physics behaviours, like forces and acceleration. we use rigidbodies on anything that we want to have mass in your game. 2. Transform: Transform defines where the Game Object is located and how it is rotated and scaled. Without a Transform component, the Game Object would not have a location in the world. 3. Collider: Colliders are Components that are built into Unity which provide collision detection through the various green lines (or boundaries). They define the shape of game objects for physical collision. There must also be one Rigidbody attached to one of the game objects. 4. Trigger: Triggers are a special setup of the Colliders that give them the ability to trigger events when they touch each other or overlap. The 2 objects won’t collide anymore (they will simply pass through each other) if one of the Colliders is setup as a Trigger as it will use the event system. It is at this stage, when the Trigger event occurs, that you can decide how you wish to set this up depending on the objective of our game. You must also have a Rigidbody attached to one of the game objects. 5. Animation state: Animation States are the basic building blocks of an Animation State Machine. Each state contains an individual animation sequence that will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over. 6. Animation Event: Animation Events in Unity are custom events that can be defined at specific points in an animation clip’s timeline. These events allow us to synchronize gameplay or add additional logic during key moments of the animation. 7. Animation Transition: Animation transitions are the rules that determine when and how your character switches from one animation state to another. 8. Animation State Machine: Animation state machines are a powerful tool for game programmers to create realistic and responsive character movements. They allow us to define different animation states, such as idle, walk, run, jump, attack, and so on, and the transitions between them, such as speed, direction, input, or triggers. Outscal Mayank Grover Malhar Devasthali Arindam Bharati
To view or add a comment, sign in
SME, Computerized Maintenance Management System (CMMS), SAP Plant Maintenance, Asset Data Management
1moLove this