|
Post by chrisredfield on Jul 30, 2020 8:30:33 GMT
Thats the only problem I see so far. When I click on walk blendtree for example, the inspector is left blank. Help plz.
|
|
|
Post by Invector on Aug 4, 2020 0:09:31 GMT
Edit with a HOTFIX: Download the script AnimUnHideTool.cs attached to this post and go to Tools > Fix ALL Animators
Attachments:AnimUnHideTool.cs (1.25 KB)
|
|
|
Post by f1chris on Aug 4, 2020 3:38:07 GMT
I did this workaround a few times already ( including twice today ;-)
- Open your controller file ( .controller) into a text editor - Search all occurrences of m_ObjectHideFlags: 3 and replace with m_ObjectHideFlags: 1 - save your file - go back to Unity and now you can see it
|
|
|
Post by chrisredfield on Aug 5, 2020 7:01:51 GMT
Thanks chris you're a beast!
|
|
|
Post by f1chris on Aug 5, 2020 19:29:58 GMT
Those using 2020.1 can try the new 2020.1.1f1 just released moments ago.
In release notes it says "Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. "
so hopefully this is fixed now.
|
|
|
Post by chrisredfield on Aug 6, 2020 3:18:27 GMT
Those using 2020.1 can try the new 2020.1.1f1 just released moments ago. In release notes it says "Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. " so hopefully this is fixed now. Just tested, it's still broken.
|
|
|
Post by cloverme on Aug 16, 2020 15:35:42 GMT
2020.1.1f1 and 2020.1.2f1 seem to modify both animation controllers and animation clips in a way that make it fairly difficult or not supportable to upgrade. It removed animations from the controller and modified clips. So before the upgrade to 2020, the shooter controller had 178 clips, after the upgrade it was 160 clips. It also modified the walking animation settings (removed loop, and changed other settings). It's not isolated to just Invector though, the upgrade did this to other animations and assets as well. So far, I can't find an automated way to make the changes, you have to go through each of the 178 animations in the controller and validate each of the settings, make a copy of the clip outside the invector fbx model, modify that copy (add loops, settings back etc), reassign the copy back into the blendtree state and hope it sticks. It's awful... whoever at Unity was in charge of the animation state controllers for 2020 royally f'd up.
Update: As a workaround, if you run into this issue: 1) From your backup, duplicate/copy all the animations from Basic Locomotion, MeleeCombat, Shooter in each of the FBX files under the \Models\Animations folder. 2) Copy all the animation clips (only the clips, not the fbx files) from your backup to the 2020.1.x project. 3) Replace all the animations in each of the animation controllers manually (every layer, every blendtree animation) (Takes about 2 hours)
|
|
|
Post by jonniemadeit on Aug 24, 2020 19:38:37 GMT
I'm having this exact same issue, I'm new to unity and I thought I would explore the animations and learn how it all works. Going into the player controller or even the basic melee controller was a bad idea haha. I'm using emerald AI now for my enemies and just sticking with the stock animations for my player controller in my current project. Really wish the awesome guys at invector could up with a solution to this as I don't think I'd be connfident to re-create/link everything like cloverme has mentioned above :/ do people recommend downgrading versions to save the hassle? I was really getting a feel for invector in 2020.1.1f1
|
|
|
Post by chrisredfield on Aug 24, 2020 22:51:14 GMT
I went back to 2019 lts
|
|
|
Post by Invector on Aug 24, 2020 23:31:40 GMT
I'm having this exact same issue, I'm new to unity and I thought I would explore the animations and learn how it all works. Going into the player controller or even the basic melee controller was a bad idea haha. I'm using emerald AI now for my enemies and just sticking with the stock animations for my player controller in my current project. Really wish the awesome guys at invector could up with a solution to this as I don't think I'd be connfident to re-create/link everything like cloverme has mentioned above :/ do people recommend downgrading versions to save the hassle? I was really getting a feel for invector in 2020.1.1f1 It's a editor issue, we didn't change anything on the AnimatorControllers... I will contact Unity support to see if they recommend something to fix
|
|
|
Post by jonniemadeit on Aug 31, 2020 11:37:26 GMT
Hi, thanks for all the helpful responses, My apologies Invector It was late when I was reading this forum and didn't realize you had clearly mentioned the issue above. absolutely love Invector TPS mate, happy customer! from Australia. I'll try and find a way around (stock animation and controller are great anyway)
|
|
eldv
Junior vMember
Posts: 47
|
Post by eldv on Sept 1, 2020 10:49:33 GMT
2020.1 broke my sky management system on top of the animations. I will be keeping to 2019 LTS for the foreseeable future!
|
|
|
Post by Invector on Sept 9, 2020 13:37:47 GMT
Edit 2ยบ post with a hotfix provided by luciasystem via email, I tested on 2020.1.3f1, and it works
|
|
|
Post by ibuckly on Sept 25, 2020 3:31:26 GMT
For those who updated Unity to 2020.1.x, to fix this problem temporary, make a backup of your controller. * Show the Animator Controller in explorer * Open the Animator Controller in Text * Ctrl + F and search for the BlendTree name you want to edit * Change BlendTree: m_ObjectHideFlags: 3 into BlendTree: m_ObjectHideFlags: 1 * Done, now you can edit the Blend Tree you want to edit. For each Blend Tree you want to edit, you have to follow the same steps.
|
|
|
Post by Invector on Oct 20, 2020 19:13:19 GMT
I just add a new script written by @jorge that fix the issue including blend trees, check post #2
|
|