My player idle animation is playing but I cant see it when testing the game - unity3d

So I separately imported the player mesh and the animation from blender. Everything is the same except, if I exported the character(mesh) again with the animation (I exported the animation only because as I said I already had the mesh) it will be a bit bigger than the one I use. I created the Animator and hookup the animation and when I play the game, I can see the Idle animation looping over and over again in the Animator tab (which is perfect). However, I don't see the animation playing on my mesh. I can provide you with additional information if it helps.

Related

Unity 2D: how to play 2 animations at once?

so recently I started working with Unity animator, pretty cool, but got an issue.
I want to play "walk" animation and whenever preson gets a gun play another "hold" animation.
I tried to make 2 layers with usual walking and beneath it gun holding animation, but it just overrides with gun holding animation.
Any ideas?
Edit: screenies
As KinyL states, you need to add an Avatar Mask to the upper body layer. In the Mask, uncheck the lower body elements and you'll be good to go.

Can I add an animation to an already made character?

So I worked on humanoid body that stays with his hands up all the time (I added the health, moving script, gun pickup/drop etc). How I want to implement the slight hand motion when standing. I exported the animation from blender to unity and when I added the animation controller to the player it does not work, but if I drag the new character from the new animation package it works. Is there a way I can apply the animation from one to another (the one I worked one has different sizes than the other one but bones names are the same) without moving all the scripts and features from the old one to the new one with the animation?

Unity3D idle player animation overrides jump animation

I've followed the brackeys tutorials to make a 2D Player Character jump but having issues with the jump animation. When I hit jump, the Player goes into the air but it'll play the idle animation in the air til I give another keyboard input. If I hit jump again while in the air, it'll play the jump animation and go back to idle when hitting the ground.
In the animator I noticed that the jump animation triggers fast and seems to be overridden by the idle animation. I've loaded and compared the working final brackeys project, and rebuilt the animator nodes. The code and everything in the editor are the same but the only thing I can think of is that I'm using different art assets.
Here are the tutorials I followed.
2D Movement: https://www.youtube.com/watch?v=dwcT-Dch0bA
2D Animation: https://www.youtube.com/watch?v=hkaysu1Z-N8
Could you post some screenshots of your Animator Controller, its animation settings or code, please? I suspect it might have something to do with transitions or events.

Is it possible to create a game scene that saves an animation file as an asset in Unity 3D?

I want to know that if it's possible to have a game scene in your game that allows any player to animate a character?
Let's ignore the cognitive load a player will face while animating a character and assume that, somehow, we manage to abstractly present it in a game scene. Can we make it happen that after player's making of certain animation, unity stores that in a .anim file and in the next game scene the player can play a character having that specific animation?
I think calling it real time in-game animation creation would describe it.

How to load animations made in Blender to ARKit?

I made a 3D object in Blender and made some custom animation to it. However, I manage to load the object to the scene, but not the animation.
This is what it appears to me at the Entities tab
I was searching about "How to load custom animations in ARKit", but couldn't find anything besides this link:
https://blog.pusher.com/animating-3d-model-ar-arkit-mixamo/
In there it tells you how to download and play some animations with Mixamo, but I want to load the animations that I made in Blender.
Just for the record, I'm new in this field of ARKit programming and I'm learning by myself.
Any suggestions? Thanks in advance!
When we're talking about animation it's better to talk in context of SceneKit and Core Animation frameworks.
Here's what Apple says about it:
SceneKit also uses CAAnimation objects for animations created using external 3D authoring tools (3dsMax, Maya, Blender) and saved in scene files. For example, an artist might create a game character with animations for walking, jumping, and other actions. You incorporate these animations into your game by loading animation objects from the scene file using the SCNSceneSource class and attaching them to the SCNNode object that represents the game character.
But remember: you need to export your animations as .dae file format. And your animations must be baked (you need to transform all animation and deformations into keyframes (for every frame) on the timeline regardless of how the animation is done).