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I created a rig and such in UMotion pro. My programmer wants to grab onto a bone in the hierarchy and see it in the inspector tab but when the rig is applied, he cannot. Is there a solution for this?

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answered by Expert (117k points)
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Hi Jacob,
thank you very much for reaching out.

While a character is applied to UMotion's Pose Editor, the Pose Editor needs to have full control over the character's rig. Editing the rig from "outside" using e.g. the Unity Inspector would induce changes to the rig that the Pose Editor would not be aware of which would cause conflicts. For the same reasons, all components of the character are also disabled while animating.

Can you share some further details why your programmer wants to use the inspector while animating? Maybe we can find a different approach for your situation.

Best regards,
Peter
commented by
I'm in the same situation.  I have a huge library of MoCap Yoga poses that I am using in a build.  The problem was that the Motion model was male, and my asset is female and the breasts just don't move the way human anatomy does.  I've been using a large collection of second party add on physics to add in "jiggle" and responses (I actually asked the same question in the Unity asset Store with more details).  And this is working well until the model inverts, and her head is down and legs up such as in a head stand.  I am thinking of using UMotion to add on the natural "flop" that human bodies make, but I don't want to lose the jiggle and shake that I already have.  So the question is can I add on second party dynamics after the build?
commented by Expert (117k points)

Hi Anpu,
thank you very much for your question.

 I've been using a large collection of second party add on physics to add in "jiggle" and responses (I actually asked the same question in the Unity asset Store with more details).  And this is working well until the model inverts, and her head is down and legs up such as in a head stand.

When using physics for the breasts, I see no technical reason why it shouldn't work when the body is upside down. As long as the gravity vector is still pointing down (in world space) everything should be working fine. Using such a run-time effect is probably the easiest and maybe also best looking way (if you can afford the additional CPU load).

 So the question is can I add on second party dynamics after the build?

You can use UMotion to "handcraft" dynamics. The exported animation can then again be combined with a physics based "jiggle". 

Please let me know if you have any further questions.

Best regards,
Peter

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