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I own UMotion and am having a problem when importing a human animation.
The animation has other properties besides bones that are animated(example: bow string).
After importing the animation into Umotion all those properties are lost and the bow string no longer moves.

How do I go about importing the animation with all the same properties that are in the original?

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Hi,
thank you very much for your support request.

When working with characters that are defined as humanoid, UMotion by default sets the visibility of non-humanoid bones to "locked" in the "Config" mode. That means that those bones can not be animated by default.


The reason why UMotion hasn't non-humanoid bones/transforms enabled by default is because you usually don't want to animate them when working with humanoid. Humanoid means that the animations on humanoid-bones can be re-used (re-targeted) on other humanoid characters. When animating non-humanoid bones/transforms, these animations won't be played correctly on other characters. So if you are not able to re-use the animation, humanoid offers no benefit (higher CPU consumption, lossy animation quality) and you are better of using generic instead.

More info about humanoid: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Solution:
If you want to continue using humanoid: Switch into Config mode and select the transforms that are currently not animated (either in Unity's Hierarchy window or in the Rig Tree View in UMotion). Set "Visibility" in the "Properties" tab to "Show". It might be required to re-import your animation.

But I would recommend using generic instead of humanoid in your case.

Please let me know if you have any further questions.

Best regards,
Peter

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