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Hi Peter

I'm having a problem with an animation that I've imported and tweaked in uMotion Pro. Everything looks fine in uMotion, but when I export it as an .anim or .fbx the thumbs on both hands bend at an odd angle (for .anim) or stick out straight and don't move (in .fbx 2018).

I've tried everything I can think of, ensuring that the avatar t-pose is correct, the reference pose for umotion (and in the editor) is all in the proper avatar t-pose. I've even removed and re-added the key frames for all thumb bones, but still get the weird twisting. All other bones animate correctly - just the thumbs are affected.

Can you give me a hint as to where I should look to solve this issue?

Thanks :)

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answered by Expert (139k points)
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Hi Darren,
thank you very much for your support request.

I guess you are using a "humanoid" animation type? In that case, your thumb of your humanoid avatar might be slightly rotated. The humanoid avatar defines the "neutral" pose of your humanoid. If some bones in that neutral pose aren't a perfect T-Pose, you get some weird rotations on that bones as soon as you apply a humanoid animation to that character.

So in order to fix this, select your character (the imported model) in Unity's Project Window. In the Inspector select the "Rig" tab and click on "Configure...". This opens the humanoid avatar editor. Take a look at the thumb and correct the rotation of the second limb. Apply your changes and open UMotion to re-export the animation. Check how your changes affected your thumb. Repeate this process until you are satisfied with the result.

If you are aiming for perfect results and don't need to re-use the animation across different characters, consider using "generic" instead of "humanoid". It doesn't suffer from problems like this.

PS: When exporting to *.FBX make sure that the avatar of the *.FBX is configured correctly or re-use the avatar you defined in your original model. Please refer to the "Exporting Animations FAQ" in the UMotion V1.16 manual.

Please let me know if you have any follow-up questions.

Best regards,
Peter
commented by
Thanks so much for your response Peter.

I double checked and reconfigured the rig. I tried clearing out any bone rotations for the thumbs, among a number of other things. Nothing seemed to solve the problem - it's as though no matter how I set up the rig, the thumb would still bend the wrong way. I think there's possibly something odd about the second thumb bone in the original model file, but I obviously don't know enough about how Unity references this file when it executes an animation. It must be different to the way your tool does its animating somehow (you use the reference pose perhaps?).

Another odd things is that when I use your tool to "Apply Bind Pose" in config mode (rotations only) it does everything correctly except the 2nd thumb bone which is straight in the avatar rig pose, but bent in the scene model.

When I get some time I'll go back to the original file in Blender and see if I can see what's going on there.

Thanks again for the excellent support! :-)
commented by Expert (139k points)

Another odd things is that when I use your tool to "Apply Bind Pose" in config mode (rotations only) it does everything correctly except the 2nd thumb bone which is straight in the avatar rig pose, but bent in the scene model.

It applies the bind-pose which means the pose your model had in Blender when it was binded to the bones. So if your 2nd thumb bone is not straight in Blender, UMotion will apply that accordingly.

I double checked and reconfigured the rig. I tried clearing out any bone rotations for the thumbs, among a number of other things. Nothing seemed to solve the problem - it's as though no matter how I set up the rig, the thumb would still bend the wrong way.

Please compare your setup with e.g. "Default Avatar" from Unitys Mocap Package:

Your thumb should be in a similar pose and both bones should be green.

Furthermore you can test if everything is setup correctly by switching into the "Muscles" tab. Use the "Finger Open-Close" slider to check how the thumb behaves.

If that works, you can check if inside UMotion using the Muscle Tool Assistant (the window in the scene View shown when no bone is selected) to manipulate the thumb using the according slider in the "Hands" tab works.

If all of this works, there should be no problem with the resulting *.anim file. Please note when exporting to *.FBX you have to be more careful (I recommend re-using the previous avatar or exporting into the *.FBX of your character as stated in the FAQ).

Best regards,
Peter

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