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Official Animation Status Update (Q2 2022)

Discussion in 'Animation' started by ChinnyBJ, Apr 11, 2022.

  1. PaulMDev

    PaulMDev

    Joined:
    Feb 19, 2019
    Posts:
    50
    Do we have an ETA for the new Animator ?
    The animation workflow is one of the biggest issue of Unity for me, so I'm very excited for this.
    Maybe an alpha in 2023 ?

    I don't want to sound impatient though, take your time to do something good with it !
     
    SolarianZ likes this.
  2. shuskry

    shuskry

    Joined:
    Oct 10, 2015
    Posts:
    429
    I tried to instal the Animation package in my project and after a bunch of error , I find this thread.
    Just to tell you that I very enjoy to see what It will coming, and I hope to use it soon in my new project with full DOTS :D!

    Thanks for your work!
     
  3. Pilltech101

    Pilltech101

    Joined:
    Jul 25, 2014
    Posts:
    29
    Please Hurry up with this.
     
  4. Saniell

    Saniell

    Joined:
    Oct 24, 2015
    Posts:
    55
    Please do not forget that animation doesn't just exist on its own usually. When firing a gun you also want to make a sound + add particles + maybe other stuff and all of that should be in sync
    Using animation events to sync sound is painful. Something like timeline is much better, but Animator can't play those

    Other thing Mecanim forgot is that gameplay code might be dependent on animation. Mecanim always assumes like animation is some one way dependency which is weird and wrong. Game can wait for animation a lot of time too and binding those, again, only way through animation events. And those are really bad
     
    Elapotp and Jes28 like this.
  5. kite3h

    kite3h

    Joined:
    Aug 27, 2012
    Posts:
    171
    Tools related to animation always have many problems.
    I don't think there were any major problems with the functionality of the previous DOTS animation packages. Rather, I think there was a problem in the editor UI.
    But apart from that, we need to think about whether the current method is right for TAs to easily edit animations.
    There are a lot of negative comments about Avatar here, but the Unity Mechanime Avatar is just Unity's implementation for the biped.
    Whether you're using MotionBuilder or Character Studio, do you think you can create character motion without a biped?
    Now that the Animation Rig has come out, a lot of the work that the biped should have been able to do with the Rig, but it wasn't like that before.
    Then, on the contrary, let's think about whether it is necessary to maintain the hierarchical structure.
    I have to use a constraint anyway, but can't it be done by forcibly inserting a constraint instead of a hierarchical structure?

    And for animations that exceed 1000 units, is it correct to maintain a bone buffer for each entity?
    Wouldn't it be much faster to just create a bones buffer for each frame and re-bind the buffer according to the animation position?
    And I am against the current method of motion matching. It's too unnecessarily heavy. A good TA would be able to put together almost the same animations much more lightly. Wouldn't we need a more streamlined system for motion matching, such as Unreal pose warping?
     
    cyberockstudio and thelebaron like this.
  6. Jamesgf_4322hn

    Jamesgf_4322hn

    Joined:
    Sep 14, 2022
    Posts:
    6
    it is still difficult to knit animations with sounds and shapes, it is very false and I would like some elementary simplification
     
  7. ok8596

    ok8596

    Joined:
    Feb 21, 2014
    Posts:
    36
    Are there any plans to improve Animator?
    Animation development is one of the most important parts of a game.
    However, the current Animator does not seem to be convenient or accessible.

    For example, why does Copy/Paste Transition ignore Interruption Source?
    Why can't I get the name of a state directly and have to check by IsName(sting name)?
    Why does OnStateMachineEnter/Exit have to go through the Entry/Exit node?
    Why can't I even get information about whether or not inside any sub state machine?

    If you could at least open up accessibility, we can freely improve it through editor extensions...


    By the way, I would like to have VisualScripting inside Animator so that I can precisely design transitions and control parameters. without C#.
     
    TigerHix, SoulzHD, Elapotp and 2 others like this.
  8. SolarianZ

    SolarianZ

    Joined:
    Jun 13, 2017
    Posts:
    119
  9. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    5,965
    Last updated in January of 2021, but yes.