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Hi, I get this message assigning UMA character to Pose Editor at Runtime.
upload_2019-1-20_10-48-21.png 

UMA uses humanoid avatar and I'm not sure why it won't work. 
If it doesn't support currently, will you add UMA support in the near future? Thanks.

1 Answer

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answered by Expert (124k points)
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Hi,
thanks for your support request.

It looks like UMA is creating a humanoid avatar at runtime. Humanoid avatars can only be edited by UMotion if they have been created by Unity's model importer (i.e. when you select "Create From This Model" for "Avatar Definition" in the "Rig" tab of the Inspector of your model). Unfortunately this is a limitation introduced by Unity's humanoid animation system (and because it's pretty much undocumented). I currently see no way to overcome this limitation, I'm sorry.

Please try to use an original avatar to overcome this limitation.

Let me know if you have any further questions.

Best regards,
Peter
commented by
Hi, UMA uses Avatar that is created by Unity("Create From This Model") and it's Unity humanoid. Are you sure it cannot be supported? It is pretty sad news if it cannot be supported.  I appreciate if you can take a look at it one more time before you conclude. There are quite a many UMA users out there.

Thanks.
commented by Expert (124k points)

UMA uses Avatar that is created by Unity("Create From This Model")

Have you tried animating your model during edit-time. Does that work? If you get the error message you posted in your first post, than UMA has used AvatarBuilder.BuildHumanAvatar to manipulate or re-generate a humanoid avatar. Probably it's doing that only during runtime. Avatars that are dynamically generated can not be supported by UMotion due to some technical limitations. You could also adjust the code of UMA so that it uses the orgiginal avatar instead, or you can drag & drop the original avatar (from the imported *.FBX) into the Animator component before you start animating.

Best regards,
Peter

commented by
For editing animation in Editor mode, I can use the original avatar which is not a problem but I need to be able to tweak animations during Runtime for interaction with objects such as weapon handlings.

I'm not sure how to set it up so that it will work during the runtime. UMA is used by many users and many will probably face the same issues.

I appreciate if you make a video how to work with it during the runtime.

Thanks.
commented by Expert (124k points)

Please try this:

  1. When you are in edit mode, click on the avatar field:
    This will select the original avatar in Unity's Project Window.
  2. Now start Play Mode, and before you want to animate your character, drag&drop the original avatar from Unity's Project Window into the Avatar field. Now your character has an avatar assigned that is compatible with UMotion and you should be able to animate your character during runtime.

Please let me know if that doesn't work for you.

Best regards,
Peter 

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