edited March 2015 in ORK Support
Greetings,

I've been working with Unity 5 along with the current ORK 2.4.1 and all is going really well except for an animation issue. The 'Attack" animation was working great in Unity 4.6.1 but now is not. All the others are fine, Idle, Walk, Run etc. Even the 'Special Attack' I created works great. I'm not sure where to look to try and fix it since it feels kind of random. Any thoughts or ideas would great! :)

Thanks
  • Make sure transitions and parameters are correct in the animator controller and ORK's animation setup.
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  • edited March 2015
    if what gil said is all set then make sure all other settings are set up like they where before. they made changes to mechanim so if your animation didnt transfer over correctly you might have to readjust its settings
    Post edited by wtyson on
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  • i have a similar issue here with animator controller in unity 5. The Auto Speed Parameters in Mecanim Settings, Base/Control, Animations, are not being called in first battle scene on Active Battle System but works fine after the first battle scene. I believe there might be a bug with Unity 5 Animator Controller or a bug in ORK regarding these issue with animation.
  • Is the Animator already attached to the prefab or added after spawning?
    The auto speed parameters are set every frame by ORK, if the animator was attached when the animations where initialized.
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  • Hi GiL and how are you?

    Well, after you said it was the Animator, I went and checked that out and yes I have it on the prefab. However, I found out what was the issue. It is the "Apply Root Motion" checkbox thats causing the Auto Speed Parameters not to be called when Apply Root Motion is checked. Most of my animations are dependent to Unity Animator Controller and I am using the parameters within it to move my characters and all sorts of other neat stuff thats why I am dependent to the Apply Root Motion that needs to be checked to animate with Physics. Is there perhaps a way I may fix this? Thank you kindly GiL for pointing out the problem =P
  • If you're using root motion, you shouldn't need ORK to tell the movement speed to the animator.
    Also, if you're using a built-in player control (or any control using a CharacterController component), that will not work with root motion.
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  • Hey guys,

    I still am having the same issue that I had when I posted this the first time. I'm not sure what exactly to check. For my part, all I did was copy the Unity 4.6.1 project and open it Unity 5, which of course converted it to 5. I also updated to ORK 2.4.1.

    Nothing has changed that I can tell. I double checked the settings to be sure the triggers were set etc. as well as in ORK.

    I guess what I'm saying is I didn't change anything other than updated the project. All the other animations are working for the model. All of them play fine in the Animator view. The transitions look fine. So I'm stuck as to how to proceed. Any ideas or suggestions would be awesome! :)

    Thanks
  • if all are working except the one animation try reimporting the animation it might have corrupted on the unity 5 upgrade
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  • edited March 2015
    Thanks man. No luck though. It's an asset from the Unity Asset Store so I can't reimport the original, just from the unity package. This kind of thing is maddening :)

    Edit: noticed the package had an update, so I reimported the punch animation. But no change. Thanks again for the idea :)
    Post edited by Squeaker on
  • Hm, try removing and adding the used parameter in the animator controller and redo the transition.
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  • going out on a limb here but can you make a small vid of whats happening. i think the issue may just lay with the settings for the animation it self
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  • Well, I tried removing parameters, states and transitions. No luck. I also created a new Animator. Same outcome - the Attack animations doesn't play. The combatant runs up to the player character and stands there for the allotted time and returns to his battle spot.

    I also tried substituting another animation for Attack (e.g. Breath weapon instead of punch) and that didn't do anything different either. The breath attack is working correctly when it's supposed to. So I know the anim itself is good.

    The animation in ORK (Base/Control > Animations > Default Macanim) never changed from Unity 4.6 to 5 but I double-checked everything in there just to be sure. The State names and the parameter names all match up.

    I'm using the original attack Battle Event from the tutorials, and nothing was changed there either.

    Sorry for the wall of text. I just thought I'd let you guys know what I've tried in the event you think of something I've overlooked.

    @wtyson
    I would do a small vid but there's really nothing to see. Just the combatant running up to the player and standing there. Not much help I'm afraid :)
  • no a small vid of hats happening an your set up would help on this matter. visual representation of whats going on helps in these kind of matters specially with animation issues since they normally dont throw a error. things like does the animation play correctly in preview mode is ti running in the animator window ect ect. these are all factors that can help solve your problem. but up to you im just trying to help :p
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  • @wtyson
    Thanks I appreciate it. At the moment I'm not set up to really do a video.

    The previews etc. are running fine as far as I can tell. They look fine in the Transition previews, animation itself in the inspector runs fine... So I don't know. Thanks man :)
  • Can't really do anything without seeing your setup, so either screenshots, video or a test Unity project would be needed :)
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