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Hi, 

We have found a issue when exporting in FBX a humanoid animation with additional bones, in our specific case we have a "hand anchor" transform as child of the bone hand. The problem is that when importing the FBX file as humanoid in the project the "hand anchor" object is missing (is in yellow in the Unity's animator window with the word "missing"). We have included in the avatar the mentioned extra bone. The problem is when Umotion exports the animation curve for each of the bones, the path for the additional bones are not correct. The model hierarchy is this: MyModel->Hips->Spine->Chest->R_Clavicle->R_UpperArm->R_LowerArm->R_Hand->R_HandAnchor.

The path that it's being assign to the animation curve for each of the transform properties (position, rotation, scale) is exactly that, but it should be "Hips->Spine->Chest->R_Clavicle->R_UpperArm->R_LowerArm->R_Hand->R_HandAnchor",  without  MyModel.

Unity 2017.1.6

UMotion 1.14

Best regards, 

Cesar

1 Answer

0 votes
answered by Expert (117k points)

Hi Cesar,
thank you very much for your bug report.

In order to fast and efficiently fix this problem, may I ask you to provide an empty Unity project that includes:

  1. The UMotion Project where this problem occurs
  2. The related character to that UMotion project (you can send it without textures if desired)

Please send the project via the email support form. I will then try to reproduce the problem and am going to implement a fix.

Thank you very much.

Best regards,
Peter

commented by
I'm afraid the project is under NDA with another company and I can't share it with you :(  

The issue it's more weird than expected. I have my base model "A" that I use to animate with a humanoid avatar "A". When I export the FBX file, if I create the avatar for this new exported file the animation is not accurate enough, but it is if I use the avatar "A", the problem when doing this is that it creates the wrong hierarchy. I made a workaround saving the FBX file as ascii, an then editing the file with a text editor fixing the FBX hierarchy, the I can import it back to unity using avatar "A".
commented by Expert (117k points)
Can you reproduce the behaviour with a model that is not under NDA?

You could try setting "Write Mode" to "Update Existing File" in the export settings. That mode allows you to export the animation into an existing *.FBX file (please backup that file before using this mode). In this mode it should use the animation paths it finds in the existing file.

Best regards,
Peter
commented by
Hi Peter,

The update method had worked well! but I had to do some workaround in my specific case. The original FBX is just a human model without any gear (no hands attachments, like weapons). Then I have a sword in a different model. For working in UMotion I made a prefab with the character and the sword attached to the hand bone so I have a clear idea how it will be in the game. The "problem" with this is that UMotion creates curves for the weapon itself, even if I don't put any key on it, so when I try to "Update" the FBX for the model it fails because it doesn't find the sword transform. It will be great that the exported just ignores those "missing" objects so it can finish the export.

Many thanks,

Cesar
commented by Expert (117k points)
Hi Cesar,
UMotion exports every animated property that you can see in your Clip Editor. You can disable animated properties by switching into Config Mode and setting the Visibility of your sword to "Locked". Please checkout the appropriate section in the manual for further information (by pressing on the black info button nearby).

Best regards,
Peter
commented by

Hey Peter,

I'm afraid that it doesn't work that way in v.1.14, or maybe it is just a bug. I have locked all additional transform in the Rig hierarchy, indeed they are locked as default when you create a humanoid rig, but when you export it even if a transform is "locked" and doesn't appear on the clip editor it tries to export in the case you are trying to update a FBX file and not creating a new one. This last part is the important one, is not the same an Update to a FBX file than creating a new file.  I don't know why but when trying to Update an FBX file the exporter tries to update even the "locked" transforms. 

Best regards,

commented by Expert (117k points)
Hi Cesar,
thanks for letting me know, this indeed sound like a bug. I'm going to fix that in the upcoming V1.14p01 release.

Have you been able to reproduce the other problem (when exporting a new *.FBX) on a model that is not under NDA? That would allow me to fix that too in the next release :-)

Thank you very much.

Best regards,
Peter

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