How can I change animation clip length? - unity3d

The problem is that it's very short. The animation is walking. But the animation length is very short and I want to extend the walking.
When I select the walking animation I see it's read only:
After selecting it I can change the time but the clip it self will be still short:

Copy all keyframes, make a new animation clip, drag it out in time...
HOW TO:
You can select every single keyframe by dragging a marquee selection around all those keyframes and copying them.
Then create a new Animation Clip with the "Create New Clip..." choice in that dropdown where it's showing your current clip to be read only.
In the new clip, make sure the timeline is at 0, and past all your keyframes.
Now select all those keyframes again, with the marquee selection again, and grab the handle at the end, it should be a dark blue vertical stripe going from the top of the time line to the bottom. And drag this to the right, as far as you need. This should do an equal time scaling for all keyframes.

To make an animation within an imported model editable, select the model, expand the inner assets, select the animation, then press Ctrl+D (probably Cmd+D on mac?) to duplicate the animation clip. Unity will create a separate copy of it in your assets, which will then be editable.
However, for this specific case, I'd recommend looping the animations (you want the character to reach the door, She simply doesn't go that far in the animation). Otherwise, if you really just want to make the clip "longer", you can adjust the playback speed within Animator. After you add in a clip, select its node and you'll see an adjustable speed in the inspector.

Related

Image animation problems in Unity

I state that I am not very experienced in Unity.
I am working on a project in which I have some pictures. To these images I have added an animation that modifies the viewing scale (x,y,z), in such a way as to obtain a pulsation effect. ("ImageEffectPingPong")
To these same images, however, I added another animation that when the image is clicked, a fade effect is obtained, in such a way as to make the image disappear.("fadeOut_x")
When I go to make transition one of the two animations to the animator, it works as it should. the problem is when I try to merge them.
The ImageEffectPingPong animation is set in loop, while the other is activated by setting a bool to the onclick event.
animator.SetBool($"img_{pos}",true);
This is my animator
I tried a combination like this, but when I hit the first image, the fade works, but I no longer get the "pingpong" effect I want.
So how do i get the pingpong effect and when i click on an image, the fade effect, without losing the pingpong effect on the other images?
PS: to create the first effect I created a single animation that changes the scale of each image at the same time, while for the fade effect, each image has its own animation. Images can disappear following the correct sequence.
Sorry for my bad English, I hope I have explained myself as well as possible, I remain available for any misunderstandings. thank you
in case anyone has the same problem as me, I was able to solve it by adding a layer. In the first layer I run the fade animation, while in the second the pingpong effect. It is important to set the weight of the layer.

How to remove the highlight state of button in unity?

I have created button animations but i want it to show just the normal, pressed and disabled animation clips. Do You Have any idea how we can achieve this.
When The Cursor Goes over it should keep playing the "normal animation clip".
Make sure that your Button Settings look similar to this example and that you have created all the needed animations for your button with the correct names.
In this example the Button plays the Normal animation when the player highlights as well. You could also add the Normal animation to the Selected Trigger or just let it empty (or don't create the animation with that specific name)
If you just wan't to keep playing the Normal Animation let Highlighted and Selected empty

All previous shapes show up while adding another shape in konvajs

I'm facing an issue with konvajs. I am able to draw things and they save all fine to be played with the end video.
However, Let's say I pause the video at 0:30 to add a circle and save it, and then I want to add another shape at 01:30, as soon as I start adding another shape the circle I added before also shows up on screen. So everytime I try and add a shape, I can see all the previous shapes on the screen.
Note: Problem is in adding the shapes, the end video plays fine (circle at 0:30 and another shape at 01:30). Is there any event that I can call to avoid this? Any help will be appreciated.
When you add a shape into the layer, you just need to hide/remove previous shapes.
You can do something like this:
oldShape.destroy();
// or remove all previous shapes
layer.destroyChildren();
// then
layer.add(newShape);
layer.draw();

How to create a trail effect in a rendertexture?

I'm trying to create a cumulative trail effect in a render texture. By cumulative I mean that the render texture would show the last few frames overlaid on each other. Currently, when my camera outputs to a render texture it completely overwrites whatever was there previously.
Let me know if I can clarify anything.
Thanks!
You could set the clear flag on the camera to Don't clear. This will prevent the clearing of previous frame on your camera and then will create this overlapping kinda like Flash movement style.
The issue is that everything will be kept on screen so if only the character moves then it is ok but if the camera moves then the effect also applies to environment and your scene becomes a big blur.
You could have two cameras for the effect, each with different rendering layers. One takes care of the items that should not have the effect and one takes care of those that are considered for the effect. This way you can apply the effect on characters and ignore the environment, if that is required else just go with one camera.

How to make an animation clip on Unity to loop

I am using the Unity Mecanim, and I have two animation clips:
The problem is that when the animation of a clip finish it doesnt start again from the beggining, it doesnt loop, and I cannot find any option to make it loop.
Any help, where to look for the loop options?
EDIT:
I find the options according to the answers here but there are not editable, is it because I download this from Asset Store?
Its probably too late to help you with this, but just incase anyone else has this issue, your looping options are greyed out because your animation from the asset store is read-only, select your animation in the project window, and press Ctrl+D to duplicate it, and you should be able to now set the looping options on the new animation as the other answerers have described.
Click on your Run_Impulse animation file and there is an option:
http://docs.unity3d.com/Documentation/Components/class-AnimationClip.html
Loop Pose option should be cheked for make it loop
Here, there is more information about making loop an animation clip:
http://docs.unity3d.com/Documentation/Manual/LoopingAnimationClips.html
EDIT: I add an image. You have to select your imported FBX (not the animation file inside) and check the Loop Time.
http://answers.unity3d.com/questions/204331/animation-loop.html
Go to the animation and set it as looping .In the Animation window look at the bottom for something that should say 'Default' - it's a drop-down menu with looping options (Loop starts the animation over, PingPong plays it back and forth, Clamp Forever freezes the animation at the state of the last frame etc.)