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Animation won't go back to Idle after a cutscene

I don't have a great understanding of setting up animations in Unity but with the help of a friend I managed to set up the following:

Player's Animator Controller screenshots

Sorry that it's in spanish but Caminar = Walk, Correr = Run, and Durmiendo , Buscando and Volver a dormir are other actions I use during my initial cutscene. If it's relevant, those last ones do not loop and have the rig rotated as if lying in bed.

The Blend Tree was working perfectly until I set up my initial cutscene with the last 3 animations outside of the Blend tree. If I set the "On start" cutscene back to "None" it gets fixed again, so it's definitely the cutscene that is the problem.

I wasn't sure how to connect those 3 animations in the Animator Controller but just throwing them in there as I did worked when I set them during the cutscene. However, once the cutscene ends the character stays stuck the last position he held during the cutscene (I can still move around but the animation doesn't change). I'm using the Character: Animate actions with "Play custom" and the clip names. I tried throwing in the same action in different places telling it to play the Idle one but to no avail.

Action

This is a bit complicated to explain properly as I don't know if I should attach screenshots of the whole ActionList which is huge. I'm not sure how to tackle the problem at all beyond what I tried, maybe there's something obvious that I'm missing, but if anyone can help I can add whatever screenshot necessary.

Comments

  • I tried to look at your screenshots but I can't view them :|

  • edited April 4

    Oh no :C this is the correct link! https://imgur.com/a/waF5eFC @Lux

  • Well my friend just gave me the idea to have 2 separate models for the protagonist: One for the gameplay with the walking animation that was already working, and one specially for the cutscene. I hadn't thought of that haha.

    Still, if anyone can help I'd like to understand why my original approach wasn't working.

  • A duplicate character is a good idea, but shouldn't typically be necessary. This for a 3D character that uses the "Mecanim" animation engine?

    The best way to return to "normal" animations is to use a Trigger parameter that causes a transition from Any State back to the Blend Tree. Be sure to uncheck "Has Exit Time" in the Transition's properties.

    In AC, you can then use the Character: Animate Action's Change Parameter Value method to invoke this Trigger, causing the transition.

  • Sorry I never answered this, i really don't understand much about the different animation engines nor trigger parameters 💀 I was able to solve this with my character duplicate for now and finished my first short project for learning the basics. I might come back to this when it comes up again in my next ones. Thank you!

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