Why when creating a new transition back to humanoidwalk state animation the character change position and not keep walking from where he is? - unity3d

After playing the animation in the state Catwalk Walk Turn 180 Wide R 0 the transition back to the HumanoidWalk but instead of continue walking from the current position the character is kid of sliding to the starting original position he started walking the first time and continue walking from there.
Instead i want that when the animation in the state Catwalk Walk Turn 180 Wide R 0 finished play that the character will continue walking from the current position.
Screenshot of the back transition to the HumanoidWalk state :

Related

How to make play an animation from current frame until N seconds en Rive

I have an animation and an input, I want to play my animation N seconds from current frame every time my input change his value
I was using scrub function but that only jumps between frames, that help to has controll over the animation but it seem a little laggy

How to keep the animation at the end without restarting?

not loop disable/enable but to keep the animation at it's end frame.
the animation pointing is starting by default but when the state getting to the end the animation ending and not playing again. if i make it loop it will start over again when ending but i don't want it to start over again but to stay on the last frame.
The pointing animation make the player pointing with the finger on a target :
i want the animation to stay at this frame or the last frame so the hand and finger will point all the time and not starting over again.
but this way the hand when the state finish playing move back down.
I tried to enable loop and then to enable also loop pose but didn't work so i tried to change the root transform rotation , root transform position Y , root transform position x-z to bake into pose but nothing of that worked yet.
A working solution is to set the key frames of the animation to the two frames where you want to keep the animation at when playing it.
In my case it's frames 78-79 : I set the frames 78 as the Start and frame 79 as the End. Loop time and Loop pose both disabled unchecked.

Move During playing Jump Animation

So the case is that I have a 36 frames long jumping animation and the jump itself starts at frame 12, where my object raises along y axis.
What would be the most easiest way to move my object forward while it's in air(during frames 12-36)?
How is jumping with animation generally done in games? I don't think my way is the best one. But I would also like to know how its usually done in my way too. Thanks
I have just read the comments and your question. Why not write this code:
Whenever You want him to jump at whatever condition:
Here I'll show you how to do it onClick of Space i.e, whenever you click space the jump animation plays whatever animation you have now the object moving in y-axis
if(Input.GetKeyDown(Keycode.Space))
{
yourPlayerAnimator.setBool("TheAnimatorCondition",true); //Bool for your animation to play if u have a idle with you.
}
if(yourPlayerAnimator.GetBool("TheAnimatorCondition")== true)
{
transform.Translate(Vector3.forward * Time.deltaTime)
}
All these Happens inside void update
Animation transition is your friend.
Put any condition when jumping to move to another animation. In this case i.e. when pressed left displacement key, move from "jump" to "jump&moveleft" or similar and when unpress return to jump state increasing the frames you spent moving to left.

Character with animation track and virtual camera move back to it's original position when changing animations with Timeline, Fix/Work around?

In the first screenshot the Timeline the start. When I hit play or dragging the time slider all 3 characters the two soldiers and the female in the middle will start walking. When they get to the HumanoidIdle animation part the two soldiers will change to idle on the last(current) position they are but the female the one in the middle that also the virtual cameras to follow will change it's her position back to the original start position.
I saw this work around but I can't figure how to do it and what should I do. Take empty new GameObject and do what ? : "The only workaround I can give you right now is to have a parent gameobject that would be used to record the position and keep the Humanoid object for animation clips."
Why she move back when changing to idle ?
You can see the problem here on the second screenshot:
In the third screenshot the Navi vcam (first virtual camera) settings. I'm following the female character the one in the middle:
On the last screenshot the Navi vcam (1) This is the second virtual camera with this one I'm following and Look At the female character in the middle:
I can't figure out why when it's changing the animations from walk to idle the character with the virtual camera/s change it's own position back to the start original position and not staying in the last/current position like the soldiers?

Using mouse position to control character animation

I would like to set up an animation for my character and have the progression through the animation be controlled by the mouse movement.
E.g. the character starts in a rest state - the first frame of the animation - as the mouse moves through the x axis, it plays the animation forward in a linear relationship with the movement of the mouse. If you stop, the animation halts at that point and if you move backwards, the animation is reversed.
Like scrubbing in a video editor except instead of a vide, it's a character animation.
I'm guessing this is eminently doable but will it be relatively trivial to do within Blueprints or am I better off using C++?
SquidInker!
I'm two years late here, but for the sake of Google posterity here is the Blueprint solution as of engine 4.17.0:
In your Animation Blueprint, right-click on the node for the animation asset in question, and select "convert to single frame animation"
Your node will now have an "explicit time" input pin, which you can parameterize as you like to scrub through your animation: