The image above explains almost everything. We want to be able to script the playback speed of individual animation states in the Mecanim state machine. This can not be solved using animator.speed or blend trees, if you think that then you have misunderstood the problem. The threads below can explain details in that case.
This feature is widely requested by the community, in these threads, and 100 more that I won’t post:
There are 10 more pages of these threads in the forum search results.
This feature is simple yet 100% necessary for using the Mecanim animation system to its fullest extent. It is really quite an oversight. Please fix it.
I believe that one of dev mentioned this as one of the improvements coming in 5 to Mecanim. I can’t find the post now, but there was list of improvements. Hopefully they will see this post and chime in on what those were.
wow really? cant do that? lame! …
i guess u can make multiple Run animations with different speed settings, right?.. but yeah, that shouldnt be necessary
After what I have experienced with mecanim three days ago, I will forever hate mecanim with the deepest passion and the utmost possible hate. This system shall be boycotted and sent to the British for coasters. That disgusting toenail diseased THING totally made my life 927x harder and I just want to eat a burrito and sh** on that until it turns purple.
Personally I think everything in the Editor should be exposed to the scripting API, except for things that get baked into some static data structure. Though, even there, where it’s possible I’d like to be able to request updates to the data at runtime (eg: it’d be awesome to be able to move stuff and update the NavMesh, even if we have to async it).
Hey man, don’t leave us hangin’! What happened?
I’ve had my share of Mecanim glitches, though thankfully only one that required any significant rework.
Yes sorry… I still have dreams about it. HERES the issue. I decide that one of my characters should use another animation from another character. Fine. So I take my animation and remap it to the other character for use. BAM! Whole damn project ruined. Suddenly that whole animation is trash. It wont work on either character. I try everything including reimporting. But I then realize that NO ANIMATION works with my character and it apparently just makes everything trash. Im so tired of this bull that I always have to deal with. Id rather use the legacy animation system (ikr). BTW I was using a model from Unity 3.5 but this model shouldn’t have a problem using animations from other models. (Yes they were all humanoids)
Ok, Mecanim stopped working entirely unless the animator window is open. Floats on BT randomly stopped working for no apparent reason, which a restart fixed. Automatically changed my rig position, even though the legacy system never did (I didn’t really look into the reason why on that one, as I had bigger issues with Unity at the time).
The amount of code needed to get it working is more verbose than just using the legacy system, Mecanim was a bit annoying and had it’s bugs. But the thing I scratched my head at was I had little reason to use it over the legacy system.
Have IK work in editor scripts so devs can set IK goals and hand/foot positions in editor. Make it easier to find the current animation and transition state without the 2.5 turn somersault. Other than that if you set up Mecanim as a boolean switchboard with blend trees based on floats it is fairly simple 98% of the time to script what is needed. All parameters need exposing. Finding info on any part of the system should take one line of code and be intuitively named…
I see a bunch of people requesting improvements and bug fixing to Mechanim. Why not create an official thread “Mecanim official requests”? So Unity devs can check in one place instead of multiple threads.
Ok, Do you still have the project at hand? Which models and animations were you using? Examples?
How did the project get ‘ruined’?
For each of these three problems, do you have a project/click-through that reproduces these errors every single time? Do you have examples that you can show in a bug report?
No, after a ton of other issues (mentioned in several of the UE4 thread on the Unity forums) not mecanim related I eventually dropped unity for our main project and migrated the whole thing over to UE4. I’m still adding polish to a small hack and slash I did in Unity years back whenever I get spare time, thinking about helping a friend out with a text based MMO using Unity.
I’m sorry to say I’m just messing around with Unity now until the subs expire.
Fair enough, but unfortunately our developers/support/sustained engineering team need quite a bit more information than ‘Floats on BT randomly stopped working for no apparent reason, which a restart fixed’ to fix this particular issue. A repro project is ideal in a situation like this!
And sad to see you go! Would you stay on these forums or leave them altogether? Do you have some photos/videos of your project before/after the switch?
Yeah the game we were working on is in my signature, I’m still interested in Unity 5.0 so I’m not going anywhere yet :)… Also it’s not the only project coming up, so you never know.
P.S they might of fixed a lot of the stuff in the later 4.X cycle that’s still to come out, I reported it a fair while ago.
What? A huge reduction in the amount of code required to make things happen is one of the up sides to Mecanim at the moment.
One of the huge down sides is that there’s some stuff we flat out can’t access, making things far more difficult than they should be, or perhaps even impossible. (Example: When I tried, I couldn’t figure out a way to detect when a dynamic transition had ended. To check the state of a transition you need its ID, which you have to query based on its name, and dynamic transitions don’t have a name.)
Well It’s been a LONG time since I used it (Probably 4.2, or even 4.1?), but from the last time there was a lot of stringtohash gubbins in it… Where as in legacy you’d just use something like animation.crossfade(“Wigglebottom”)…
It may have gotten a lot better, not sure and can’t say in the scheme of things was that bothered.