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Easier Animation Method in Unity?
I want to make custom emote animations for my Avatar, but changing keyframe values in the animation tab is way too tedious and confusing. Is it possible to add or enable something so I can simply rotate each bone, and modify 'Animator' keyframes by doing so?
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Makoto (真) Sep 21, 2020 @ 6:03am 
You could try to use the record function that the animator has. I find that to be easiest for messing with bones. Where the keyframes are, click the record button. Then go into your hierarchy and start changing things. Every change you make to what you're animating will be recorded with keyframes. You can then stop recording when you're finished and manually mess with the keyframes to get your desired result.
MEESTER SoupCan Sep 21, 2020 @ 2:02pm 
Originally posted by Makoto (真):
You could try to use the record function that the animator has. I find that to be easiest for messing with bones. Where the keyframes are, click the record button. Then go into your hierarchy and start changing things. Every change you make to what you're animating will be recorded with keyframes. You can then stop recording when you're finished and manually mess with the keyframes to get your desired result.
I suppose that could work, Just hope I get the same results as using the 'Animator' Components
Doom Sep 21, 2020 @ 7:46pm 
Originally posted by MEESTER SoupCan:
I want to make custom emote animations for my Avatar, but changing keyframe values in the animation tab is way too tedious and confusing. Is it possible to add or enable something so I can simply rotate each bone, and modify 'Animator' keyframes by doing so?
You could try using "record" functionality, but normally you'd want to do any animation OUTSIDE of Unity.

I.e. model character in blender, animate in blender, and then import along with animation clip. That's because unity built-in animator is extremely limited when it comes to rotation.
MEESTER SoupCan Sep 21, 2020 @ 8:57pm 
Originally posted by Doom:
Originally posted by MEESTER SoupCan:
I want to make custom emote animations for my Avatar, but changing keyframe values in the animation tab is way too tedious and confusing. Is it possible to add or enable something so I can simply rotate each bone, and modify 'Animator' keyframes by doing so?
You could try using "record" functionality, but normally you'd want to do any animation OUTSIDE of Unity.

I.e. model character in blender, animate in blender, and then import along with animation clip. That's because unity built-in animator is extremely limited when it comes to rotation.
Maybe, only issue is I have NO idea how blender works. Besides, I already have the model I want, and would rather just do it in unity. Don't need to import a new one, or current one just for an animation.
Doom Sep 23, 2020 @ 12:46pm 
Originally posted by MEESTER SoupCan:
Originally posted by Doom:
You could try using "record" functionality, but normally you'd want to do any animation OUTSIDE of Unity.

I.e. model character in blender, animate in blender, and then import along with animation clip. That's because unity built-in animator is extremely limited when it comes to rotation.
Maybe, only issue is I have NO idea how blender works. Besides, I already have the model I want, and would rather just do it in unity. Don't need to import a new one, or current one just for an animation.
Well, then either use Record functionality of animation window, or MAYBE look for animator packages on unity asset store (those cost money though). IIRC it is pretty much "hit record", then move to desired frame and position object however you want.

https://docs.unity3d.com/Manual/animeditor-UsingAnimationEditor.html

It is possible to animate stuff in unity, but the last time I was doing that it was a royal pain t o do, because unity insisted on using something like euler angles or yaw/pitch/roll for storing rotation keys instead of usual quaternions. It was awful. This way of storing rotation has a problem with gimbal lock, meaning if you try to animate something like an object flipping over in air, you'll have to fix nearly every rotation.

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Date Posted: Sep 19, 2020 @ 7:50pm
Posts: 5