Animation does not charge -Nightmares

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In the game Nightmares my character, despite spinning around the mouse, and getting around, does not perform the Animation Move that was to be done while they were walking. Follow here a print of the parameters and animations insert the image description here.

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  • Peter, don’t take this the wrong way (I’m just trying to help you). Your question is badly asked. You describe a generic problem that makes it difficult for people to understand (so much so that they think the question is duplicate). You could learn from the mistakes of your previous question and already provide in this more information.

  • For starters, what is "a fucked up way"? Describe it in a more correct way and illustrious with some picture of the game. Ask the question also more information about your animation graph (a screenshot of it with the transition rules) and the part of code where you update the variables used in the transition rules of the animation.

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    @mgibsonbr His question is not really duplicated, it is a new question (take a look in these last comments, to understand). He was the one who could not provide details to make it sufficiently clear. But your suggestion that he edit is valid (that is, you can keep the vote to close, if you want, until he follows the suggestion).

  • Argh, when the question was closed my comment was automatically removed... I don’t even remember what I wrote anymore. I didn’t know the system did this, so next time I’ll create a separate comment instead of editing the duplicate question comment.

  • I ask for understanding of you guys because I’m new on the site.. I tried to explain in the best way possible now and sent a print

  • Pedro, a bit better, but still missing information in his question. First: animation Move is ever started? For example, it starts a single time as soon as you start the character’s movement, and then goes back to Idle? There is also a lack of information as to what are the conditions of activation of the transitions (the arrows going from Idle for Move and vice versa). Also put the prints of these conditions, and the snippet of the code where you make the move, because without it you can not know where your error is.

  • @mgibsonbr I noticed that it had been removed, but I thought it was you. You had only commented that the question seemed duplicated, and that if it were not the AP should edit it to improve its content. Incidentally, it was closed soon after I also voted (only that I voted as unclear).

  • Luiz is the following: although moving the character does not make the animation of "moving the legs" that should be done understand?

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    Okay. Well, looking at the activation conditions, they’re tied to a variable called isWalking. If she goes true, he goes from state Idle to the state Move and if it is false goes from Move to the Idle. Question 1: This variable is being updated via code, with a call like: animator.SetBool("isWalking", true);? (by the way, because you yet did not post the code? ). Also, the "Has Exit Time" is marked in both transitions. Question 2: Is that right? Is it just like what @Nils did in his video? There’s not a lack of attention on something like this?

  • One more mistake of mine.. the error was in "Has Exit Time"...was worth the attention and patience ai Luiz kkkk.. Thanks!!

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    Mark the has exit time means that the animation can not change at any time. Generally you would have to end the time of the Idle to begin with the Move. But at least the author of the question would see him walk after a few seconds. If you expand the Settings you can determine some parameters, such as the time it is allowed to swap animation, when it can be stopped, duration of the transition. For example, you need to run at least half the time of Idle before he traded, perhaps these values were too large.

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    Generally has exit time is used when either an attack animation, or a catch. It runs once and already goes back to the previous state. Example: The character is in motion, and suffers an attack. Fulfilling the conditions of the attack happens a transition to the animation of apanhar, catch will has exit time and as soon as she’s done, she’s back to the move.

  • @Nils, why don’t you create an answer with this content (from the comments)? This answer would be very useful for future users. :)

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    Due to similarities in this and other issues, this question also is being discussed at the goal. Who will vote to close, please log in and participate in the discussion before doing so.

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    @Luiz Vieira, I think it’s unfair, you got the answer right, I just came to give you a bite. I’d never been to the finish line, so I guess I spent more time looking at the questions from there than from here. There’s a lot of interesting stuff going on, I think I gave more votes there too.

  • @Nils don’t worry. Really. The most important thing, in my opinion, is that the content is good enough to improve the quality of Unity material around here. That’s why I suggested you give the answer, since you know more about the subject. :)

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