Avatar removed from Pivot point - unity3d

I was animating an avatar, and was trying various things out, and all of a sudden she was transformed from her pivot point. She also lost the T-pose. I couldn't figure out how to get her back to the original state, removing the animation didn't help. I am going to deleting that avatar and start over, but first I want to learn from this.
I am really looking for a few things here:
how could that happen? It looks like somehow the state at some point of the animation became the new "ground" state or something.
is there anyway I could inspect this state, edit it, or failing that, reset it?
is there something I should read somewhere to understand this better? I found nothing
Screen shot of displaced avatar:
The top level inspector in the heirarchy:
Here is one with the animator controller:
Update:
The key was the suggestion by Fiffe that you need to make sure your flow gets to your exit state. In my case I was neglecting to do that.

There's few things that might be causing this. You probably wanna play around with animation clip settings - you can find them by selecting animation clip.
You can read more about it here https://docs.unity3d.com/Manual/class-AnimationClip.html
You probably want to turn off Apply Root Motion in your Animator too.
If that doesn't help you should check if you don't have any empty states (without animations) in your animator controller.

Related

Unity animation transition glitches back to last animation

So, I have my animation and it goes to an empty state.
The thought behind this is that it goes to it's default no animation state.
However, before it does that, it glitches back in to the old animation.
I tested it, it only happens whenever I go from an animation to an empty state.
It always glitches for the same amount of time for each transition, however it is different for each transition.
I have never seen something like this before, does anyone of you know the problem?
The animation
The clear state
The transition
What do you mean by glitching? I am going to take a guess and say you do not want an exit timer, so uncheck this box.
An exit timer is just used to transition between two states and will take the amount of time to wait to transition. In your transition block, it also shows you stacking your two animations which might be why everything looks weird for a short time. Instead of an exit timer, you might want to use parameters to change your states or directly set them in code.
The other possible issue is the checkbox Write Defaults.
From the Unity Docs, the description of Write Defaults is
Whether or not the AnimatorStates writes back the default values for
properties that are not animated by its Motion.
Unexpected behavior with animators can be caused by Write Defaults if you are not familiar with how they work or what they do. Again, it is hard to say what exactly is wrong with the description of your issue. Try unchecking each of these boxes individually and seeing if either one fixes your issue. If that does not work, try both and if that does not work, let me know what your issue is in more detail. Possibly attach a gif or video showing what is breaking as the written description is not helping too much.

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 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.)

OpenGL ES : Revealing underneath view

I am working on a sample in which I have placed two textures one above the other. What I want, whenever user moves his finger on the screen, underneath view should get revealed as he moves. Wiping out front view to reveal underneath view is what I am looking for.
I would like to know some of ideas/ thoughts to implement this feature using OpenGL ES. Any related pointer will be highly appreciated.
Thanks in advance.
This does not sound performance-intensive so simple code can trump complicated tuned operations.
You don't need to use OpenGL. You can simply have two images - front and back - with the front supporting an alpha channel. Each time you get a hit or move, you clear a circular patch whereever the impact is for some certain radius or such.
And then queue-up a redraw. The redraw draws the two bitmaps, back first then front.
If possible, try to queue a redraw for just the the area where you have updated the front since the last draw.

How can we get kCAOnOrderOut to work?

The Apple documentation claims that the Core Animation action key kCAOnOrderOut has one sole purpose: to animate a layer out of sight when it either becomes hidden or has -removeFromSuperlayer called on it. I'm only referring to the latter case in this question.
In practice, when -removeFromSuperlayer is called, the layer is removed immediately, and no animation is performed on it.
It's been hinted at that this is a difference between the Presentation and Model layers, but I'm not experienced enough in Core Animation to know what to make of this.
If anyone can explain how to force the animation to run before the layer is removed, when the animation is returned for the key kCAOnOrderOut, it would be appreciated by at least me and a few other people.
Thanks.
I have no idea how to implement it with the key kCAOnOrderOut, but I ran into a similar problem a while back. My fix was to set the animation with a specific duration and immediately send off a delayed timer that waited the same amount of time as the animation duration. After my timer fired I would remove the layer/view.