I've been fiddling around with UMotion for 10-12 hours now and still can't quite grasp it. I'm hoping you can give me a step-by-step walk through for what I'm trying to do.
Here's my current workflow:
0. Import my Character, set 'Animation Type' to humanoid, and create an 'Avatar Definition' from this model. So far so good.
1. Import Generic motion capture animation from another unity scene (.anim format -only option when using Gameobject Recorder).
2. Add a Two-Handed sword object to my Character by parenting it to his 'Hip' bone, as suggested in another answer on here: https://support.soxware.com/566/how-to-set-up-holding-a-two-handed-weapon?show=569#c569
? - I want the sword to be "stuck" in the ground and not moving for a portion of the animation. Parenting the sword to the 'Hip' bone prevents me from being able to animate the hips without moving the sword too. I wasn't able to attach the sword to the root instead because my root doesn't seem to be classified as part of the rig. Not sure what to do here! I do want the hands to be "stuck" to the sword handle so they will move when I animate the sword movement and stay in place when the character animates around the "stuck" sword.
2. Duplicate my Humanoid Character and change the rig type to 'Generic'.
3. Create a 'Generic' UMotion project and import the mocap clip using the duplicated Generic Character. These clips are normally quite long because you can't trim .anim files in the Unity inspector 'Import' options like you do with .fbx (as suggested in your video tutorial).
4. Create another UMotion project, this time 'Humanoid'. Use the original 'Humanoid' Character as the animation target.
5. Import the 'Generic' UMotion project into the 'Humanoid' UMotion project to convert.
6. Create an IK Rig using the wizard.
7. Convert the animation from FK to IK.
8. Uncheck 'IK Pinning' on the Right and Left hand IK Handles.
9. Set the Sword as a parent in the 'Channels' for each hand and remove the IK Handle 'Position' keyframes.
? - In half of my attempts, this stage works perfectly in UMotion but in the Unity the hands will drift away from the sword even after following the advice in other answers. I made sure there was no root motion and set a keyframe for every property.
10. Now I cleanup and adjust the animation by following the tips in your "Editing Existing Animations" video tutorial.
11. Export the entire animation clip as .fbx because I need to trim the animation.
? - I'm still not sure if there is a better way to trim the large mocap animation into smaller separate animations for each action.
12. The .fbx is exported as 'Generic' and works! But only if I use the 'Generic' 'Avatar' definition created by UMoition.This won't work because I need to use the same Humanoid character rig for several animations.
13. Change the exported .fbx from 'Generic' to 'Humanoid' in the Unity inspector. !Error: Avatar rig configuration mis-match! Attempting to create the Avatar definition from this model causes the same error.
? - Aside from all my other questions about odd behavior, I'm not sure how to manage all the 'Avatar Definitions' at this point or even how to set the exported animation to 'Humanoid' even though it was exported from a 'Humanoid' UMotion project.
This has become incredibly complex and frustrating. Am I trying to do too much with UMotion? I have 8 playable characters that each have half a dozen animations, so I'll need to repeat this process 48 times. I would really appreciate a streamlined step-by-step as well as any other help you could provide.