Unity: Trying to load and run an fbx animation - unity3d

I am trying to load an animation from an fbx file and have it play on a GameObject:
TestObject.AddComponent<Animation>();
animation_handler = TestObject.GetComponent<Animation>();
walking_anim = Resources.Load("fbx_anims/walking_anim_test", typeof(AnimationClip)) as AnimationClip;
if(walking_anim == null)
{
Debug.Log("walking anim not found");
}
walking_anim.legacy = true;
animation_handler.AddClip(walking_anim, "walking");
animation_handler.wrapMode = WrapMode.Loop;
In the game loop, I tried using this:
if (Input.GetKeyDown(KeyCode.W))
{
if (!(animation_handler.IsPlaying("walking")))
{
animation_handler.clip = walking_anim;
animation_handler.Play("walking");
}
}
It doesnt give any errors, yet it doesn't work either. Anything I'm missing?
EDIT: For clarification: The model stays in the default T-Pose, after pressing 'W'. After inserting Debug.Logs at different points, I can confirm that the Play function is getting called only once, after which IsPlaying always returns true. Yet the "playing" animation causes no visual changes in the model (yes, the bone names are the same).

You don't want to use the Animation component, it is an old legacy component that has been replaced by the much improved Animator component. There are a lot of good posts on the Internet on how to use it - no need to repeat it here. The important steps are:
Add the Animator (not Animation) component to the model.
Create an "Animator Controller" in your project and add the clips (like the "walking_anim"). Here you can have a lot of different clips and tell Unity how to interpolate between them by using different parameters.
Add the "Animator Controller" to your "Animator" component.
Add an "avatar" of your model (usually created when the model is imported).
By code alter the parameters of the Animator Controller to tell it which animation clips to play.
It may look like a lot of steps, but it is not so hard and you will quickly have a walking, running, jumping creature on your screen. Good luck!

Related

Why 'Is Kinematics' works different on HoloLens?

Overview
I wanted to have a cube, that I can drag around the scene with the components Collider, Rigidbody and ObjectManipulator. In play mode everything works fine, but running it on the hololens, the cube starts flying around after dragging it a few time.
Steps to reproduce (All components are set via editor, not via code)
Create new project and set it up for AR/HoloLens
Import MRTK 2.4
Create cube with a Box Collider. Set Is Trigger = true
Add Rigidbody to cube. Set Use Gravity = false and Is Kinematic = true
Add Object Manipulator to cube. I have a method getting called after On Manipulation Ended, but don't know if thats important.
Expected behavior
The rigidbody is set to Is Kinematic = true and Use Gravity = false, so that the cube stays still/stops moving after releasing dragging it. This works while trying it inside the unity play mode. But running it on the hololens, the cube behaves like Is Kinematic = false and starts flying around after interacting with it. Sometimes after the second drag and sometimes after the third time drag.
Error
Before updating this post, I didnt noticed the development console in left corner of my hololens. At the beginng of the scene I get the message [Physics.PhysX] BV4 midphase only supported on intel platforms but at that moment everything is fine. As the cube begins to fly around I get the a NullReferenceExeption: Object reference not set to an instance of an object.
I fixed my issue. I know the approximate cause, but I do not fully understand it. The method, getting called after OnManipulationEnded caused that.
I have a list, getting filled and drained by OnTriggerEnter/-Exit (exit looks the same, except add→remove):
private void OnTriggerEnter(Collider other){
if (other.gameObject.layer != 31) return;
_objectsCollidingWith.Add(other.gameObject);}
OnManipulationEnded triggered this method:
private int GetMeshes(List<KeyValuePair<Transform, Mesh>> transMeshes){
foreach (GameObject go in _objectsCollidingWith)
{
transMeshes.Add(new KeyValuePair<Transform, Mesh>(go.transform , go.GetComponent<MeshFilter>().mesh));
}
return transMeshes.Count;}
So I got alot of nullreferences from GetMeshes, because some gameobject in the list _objectsCollidingWith were null. Thats because the mesh is getting updated every once in a while. That caused a lot of nullreferences until the cube just flew away.
I used the whole time the logging provider via the device portal and couldnt see what is causing this errors. But after running the project via holographic emulation I could see in the console where they were coming from.
How did I fixed my problem?
I found this post because I realized that my OnTriggerExit didn't get called and cased having null objects and some spatial meshes with the same name triggered OnTriggerEnter very often. Also I added this line in the foreach loop in GetMeshes because once in a while there is still a null object:
if (go == null)
continue;
PS: Please forgive the strange code formatting, somehow the editor here on so does not allow me to place the brackets somewhere else

Change motion using script in Unity Editor

Hi how do we change motion in an AnimatorController using script in Unity Editor?
The red highlight is the one I'd like to change, but using script
My use case is to copy animations from one object, process the animation e.g. adding offset rotation, then add to another object. Since my object has many child objects, I need to create a script to automate this.
Changing the AnimatorController via editor scripts is always quite tricky!
First of all you need to have your AnimationClip from somewhere
// somewhere get the AnimationClip from
var clip = new AnimationClip();
Then you will have to cast the runtimeAnimatorController to an AnimatorController which is only available in the Editor! (put using UnityEditor; at the top of the script!)
var controller = (AnimatorController)animator.runtimeAnimatorController;
Now you can get all its information. In your case you can probably use the default layer (layers[0]) and its stateMachine and according to your image retrieve the defaultState:
var state = controller.layers[0].stateMachine.defaultState;
or find it using Linq FirstOrdefault (put using System.Linq; at the top of the script) like e.g.
var state = controller.layers[0].stateMachine.states.FirstOrDefault(s => s.state.name.Equals("SwimmingAnim")).state;
if (state == null)
{
Debug.LogError("Couldn't get the state!");
return;
}
Finally assign the AnimationClip to this state using SetStateEffectiveMotion
controller.SetStateEffectiveMotion(state, clip);
Note however that even though you can write individual animation curves for an animation clip using SetCurve unfortunately it is not possible to read them properly so it will be very difficult to do what you want
copy animations from one object, process the animation e.g. adding offset rotation, then add to another object.
You will have to go through AnimationUtility.GetCurveBindings which gets quite complex ;)
Good Luck!

Can I programatically load scenes in the Unity editor?

I'm using the A* pathfinding algorithm for my 2D game (from my understanding, Unity Nav Meshes don't work in 2D). I would like to be able to pre-calculate navigation grids for all of my scenes, and save them in resource files that can be loaded whenever the player enters a new scene. Rather than having to remember to click "calculate" for every scene -- and remember to recalculate all of my scenes if I make a change to my navigation grids -- I want to be able to programatically have the Unity Editor iterate though each scene and calculate the grids.
Is there a way to create a command in the Unity editor that will iteratively open each scene in the editor and run a method on a MonoBehaviour that's in the scene? Alternatively, is there another way to accomplish what I'm trying to do?
Yes you can!
In editmode you can't use SceneManager but have to use the EditorSceneManager.
First of all you need the scenes you want to iterate.
Could be e.g. a public static field with a list of SceneAsset in the Inspector where you simply reference the scenes
public static List<SceneAsset> Scenes = new List<SceneAsset>();
or you could get them by script e.g. for only use the scenes added to the build settings using EditorBuildSettings.scenes
List<EditorBuildSettingsScene> Scenes = EditorBuildSettings.scenes;
For both you can get a list of the scene paths e.g. using LinQ Select (this is basically a kind of shortcut for a foreach loop) and AssetDatabase.GetAssetPath like
List<string> scenePaths = Scenes.Select(scene => AssetDatabase.GetAssetPath(scene)).ToList();
for the EditorBuildSettingsScene from EditorBuildSettings.scenes you can also simply use
List<string> scenePaths = Scenes.Select(scene => scene.path).ToList();
Now you can iterate over them all and do your stuff by using EditorSceneManager.OpenScene, EditorSceneManager.SaveScene and EditorSceneManager.CloseScene (and if you need it AssetDatabase.SaveAssets)
foreach(string scenePath in scenePaths)
{
// Open a scene e.g. in single mode
var currentScene = EditorSceneManager.OpenScene(scenePath);
/* Do your calculation for currentScene */
// Don't know if it makes changes to your scenes .. if not you can probably skip this
EditorSceneManager.SaveScene(currentScene);
// Finally Close and remove the scene
EditorSceneManager.CloseScene(currentScene, true);
}
// you might be doing changes to an asset you want to save when done
AssetDatabase.SaveAssets();
Before starting you should probably ask to save the current open scene(s) using EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo
if(EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
// Saved => the foreach loop here
}
else
{
// aborted => do nothing
}
Than in order to finally start that method the simplest would be to add a [MenuItem]
public static class Calculation
{
[MenuItem("YourMenu/RunCalculation")]
public static void RunCalculation()
{
// all the before mentioned snippets here
// depending how exactly you want to do it
}
}
This will add a new menu YourMenu with one entry RunCalculation to the top menubar of the Unity Editor.
Note:
Since this uses a lot of types (EditorSceneManager etc) that only exist in the UnityEditor namespace you should either place the whole script in an Editor folder (so it is ignored in the final build) or use pre-processors like
#if UNITY_EDITOR
// ... code here
#endif
so in the build the code is also ignored.
Note that I'm assuming so far you also did your calculation in editmode. The thing is if this calculation relies somewhere aon any Start or Awake method you have to call it manually from that editorscript before running the calculation.

How to detect position of Vive base stations?

So I'm completely new to Unity and VR but for a project I need to detect the positions of the base stations.
I tried googling, but since I don't know all the lingo I don't really know where and what to look for.
All I can find is how to detect the controllers.
Here's one way, all with Unity code:
var nodeStates = new List<XRNodeState>();
InputTracking.GetNodeStates(nodeStates);
foreach (var trackedNode in nodeStates.Where(n => n.nodeType == XRNode.TrackingReference))
{
bool hasPos = trackedNode.TryGetPosition(out var position);
bool hasRot = trackedNode.TryGetRotation(out var rotation);
}
In OpenVR, base stations are "tracked devices", just like the controllers and HMD. The standard SteamVR plugin for Unity already has a way to get the position of any tracked device, see for example how the controllers are implemented in the standard [CameraRig] prefab.
The only problem is that you need to provide the "index" of the device, which may change every time you reconnect your headset. SteamVR plugin handles this with the SteamVR_ControllerManager component, but as the name suggests - it handles only controllers. You should be able to implement something similar, or just edit the script and find the lines
if (deviceClass == ETrackedDeviceClass.Controller ||
deviceClass == ETrackedDeviceClass.GenericTracker)
and add ETrackedDeviceClass.TrackingReference to this list. You should then be able to copy the controller objects and attach them in the "additional objects" array in SteamVR_ControllerManager to have the base stations appear in your scene.

Adding videos to Unity3d

We are developing a game about driving awareness.
The problem is we need to show videos to the user if he makes any mistakes after completing driving. For example, if he makes two mistakes we need to show two videos at the end of the game.
Can you help with this. I don't have any idea.
#solus already gave you an answer, regarding "how to play a (pre-registered) video from your application". However, from what I've understood, you are asking about saving (and visualize) a kind of replay for the "wrong" actions, performed by the player. This is not an easy task, and I don't think that you can receive an exaustive answer, but only some advices. I will try to give you my own ones.
First of all, you should "capture" the position of the player's car, in various time periods.
As an example, you could read player's car position every 0.2 seconds, and save it into a structure (example: a List).
Then, you would implement some logic to detect the "wrong" actions (crashes, speeding...They obviously depend on your game) and save a reference to the pair ["mistake", "relevant portion of the list containg car's positions for that event"].
Now, you have all what you need to recreate a replay of the action: that is, making the car "driving alone", by reading the previously saved positions (that will act as waypoints for generating the route).
Obviously, you also have to deal with the camera's position and rotation: just leave it attached to the car (as the normal "in-game" action), or modify it during time to catch the more interesting angulations, as the AAA racing games do (this will make the overall task more difficult, of course).
Unity will import a video as a MovieTexture. It will be converted to the native Theora/Vorbis (Ogg) format. (Use ffmpeg2theora if import fails.)
Simply apply it as you would any texture. You could use a plane or a flat cube. You should adjust its localScale to the aspect ratio of your video (movie.width/(float)movie.height).
Put the attached audioclip in an AudioSource. Then call movie.Play() and audio.Play().
You could also load the video from a local file path or the web (in the correct format).
var movie = new WWW(#"file://C:\videos\myvideo.ogv").movie;
...
if(movie.isReadyToPlay)
{
renderer.material.mainTexture = movie;
audio.clip = movie.audioClip;
movie.Play();
audio.clip.Play();
}
Use MovieTexture, but do not forget to install QuickTime, you need it to import movie clip (.mov file for example).