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Character animation not playing

Hello, I am following the documentation to try and make a game from scratch right. I created a 3d character and added a rig using AutoRigPro, added mixamo animations. The issue I have is that the character isnt moving as expected (as shown in the 3d Primer or in the Documentation).

So I added the animations, to the Animator controller, set up everything like the tutorial... When using point and click navigation option, the model moves and the idle animation plays. But the walking or running animation is not triggered or played. If I change the nav method to direct, the character only moves forward, doesnt turn and the animations still dont play.

Could anyone help me please?

Thank you!

Comments

  • Im using Unity version 2022.3.28

    https://drive.google.com/file/d/1_0jp5IHJkboAqo3WbkWhIurIIhIetRFv/view?usp=sharing

    https://drive.google.com/file/d/1d09mZCJtL65JSz6TAVtmQOHjB8t3VcfF/view?usp=sharing

    Here is what my Animator controller and inspector component look like, please let me know if there is anything else I should post to help troubleshoot.

    Thank you!

  • Can you share a wider screenshot of the character's full Inspector? I'll need to see the uncropped images to get the full situation.

    If the character is moving, but not animating, however, the most common cause is the Idle -> Walk transition. In particular, check that Has Exit Time is unchecked.

  • Hey Chris, thank you for your reply.

    Here is the screenshot, sorry is massive, i tried to put everything there. Please let me know if you need anything else.

    As a little update, the animation is now running with the point and click method, I changed the parameters in the Movement tab in the character inspector. If I use direct, she still only moves forward regardless of which button I input (as in, doesnt move sideways or backwards, only moves forward even if i press right or left).

    The one thing i wanted to control better is her turning. It feels like even if I change her turn speed (here 100 to try to really push it) she turns really slowly. If I change direction (all this using the point and click method) sometimes she turns while she is already running towards that point... which is odd.

    Thanks a lot for the help!

  • So actually, i was able to improve the movement of the turning but pumping up the value of both the Speed and Angular Speed in the Nav Mesh Agent tab. Its looking really lovely now, but if I change to direct I still cannot go anywhere but forwards, regardless of the button I press.

    oh by the way, I checked and none of the transitions have the Has Exit Time checked. All of them are unchecked.

  • edited June 2024

    I don't see any screenshot in your previous post - is it hosted elsewhere?

    How large is the character, compared to Unity's default unit scale (1 unit = 1 metre)? A large mismatch may be the cause of needing to ramp up the default speed values.

    You mention a NavMesh Agent - this isn't necessary for characters, but if you use it, you'll need to also have AC's NavMesh Agent Integration component.

  • hey Chris, sorry i thought I added the images but i didnt, big duh.

    But you were right it was the scale! My model was way to large, i made her .5 of her scale and everything works, even the direct controls!
    https://drive.google.com/drive/folders/1IaQ0mg8GHfGxwYRaNRZNSlQGXrLkijqT?usp=drive_link

    All the screens are in the link above, but I believe it was totally the scale!

    Now I was just wondering, if I wanted to make player animations more detailed / intricate (probably using this asset from the unity store here https://assetstore.unity.com/packages/3d/animations/female-movement-animset-pro-48903)

    Could I still use Adventure creators point and click and direct controllers? Do i have to change things on the Mecanim Parameters?
    I was also thinking about adding root motion to the player so her animations could really respond to the environment... im not making a game yet im trying mainly to push and learn the tool so I know what are the things I could make or not.

    Thank you so much for your time and help! =)

  • So long as the character's animations can be played inside an Animator component, AC can play them using parameters and transitions. A tutorial on the process can be found here.

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