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asked in General Help by Expert (760 points)
edited by

We have a model which is accidentally NOT z-forward, it is z-backwards.

Naturally we will fix that, but, for now I noticed an issue:

Notice in config-mode the feet are correct:

click to pose-mode and they are upside-down!

IK Setup using target rotation of "IK Handle"

"IK Pinned" is ON.

In fact, is this issue caused by the fact that the model is backwards?

I just wanted to clarify if this is the case!  Thanks!

1 Answer

+1 vote
answered by Expert (155k points)
edited by
 
Best answer

Hi Fattie,
thank you very much for your support request.

Update: Fixed in UMotion V1.17p06.

When you create a new Unity project for that character (and setup IK like before), do you have the same issue? Does it only appear as soon as you set FK/IK Blend to 1 for the feet?

Best regards,
Peter

commented by Expert (760 points)
edited by

Thanks - what the hell, strangely, this no longer happens?? (Ah, only happens when I have IKHandle as the target rotation in the setup wizard)

commented by Expert (155k points)
Glad to hear that this problem isn't happening for you any more. Please let me know in case it should appear again in the future.

Best regards,
Peter
commented by Expert (760 points)

Wait!  So sorry,

yes precisely:

1. this only happens when I have IKHandle as the target rotation in the setup wizard

2. indeed it rotates-in as I blend in IK: (see image below)

Is this problem basically caused by the model being incorrectly z-backwards?

I guess I can work around this by rotating IK_Foot_Rotation.  Really, is that OK? Could cause other problems?

thanks!

commented by Expert (155k points)

Could you send me the model and the UMotion project (please them using a *.unitypackage) via the email support form? This would allow me to check what's exactly going on.

Best regards,
Peter

commented by Expert (760 points)
thanks!  It's done, sorry for the delay.  BTW in the images above, notice the green arrow is pointing down, should be up ...
commented by Expert (155k points)

Thanks for sending me the model.

I've tried to reproduce the problem:

  1. I've imported the *.unitypackage
  2. I've created a new humanoid project in UMotion V1.17p04
  3. I've dragged the character into the scene and then into the Pose Editor
  4. I've opened the IK Setup Wizard (attention the front arrow isn't pointing in front by default, had to manually adjust it using the according dialog)
  5. I've created IK using the default settings
  6. Back in Pose Mode, setting FK/IK blend to 100% didn't introduce any rotation

Please try the following:

  1. Ensure that you have UMotion V1.17p04 or higher (in the Clip Editor click Help --> About UMotion to see your version)
  2. Delete your character from your Unity project, and import it again using the *.unitypackage you've supplied. Then follow the other step's that I've written above and thus recreate the UMotion project.

Fixing your existing project should also be possible (in case you already have some animations in there). Backup your project before doing this. Switch into config mode and click on "Apply Bind Pose". Then select both Foot IK handles and click on Clear Local Transforms --> Clear Local Rotation. If that option is greyed out, then the local rotation is already 0.

Best regards,
Peter

commented by Expert (760 points)
Ah wait - at point (5), I click "IK Pinned" - that is what causes the issue.

Still investigating ...
commented by Expert (760 points)

Notice here the transform arrow, dark blue, is pointing backwards, the wrong way ..

Also, notice the target plane (large light blue arrow) is pointing forwards - it should be pointing backwards, correct?

commented by Expert (155k points)

Ahhhh... sorry I've overseen that you had IK Pinning enabled. I can reproduce the issue now and am working on a fix. Thanks again for reporting.

Also, notice the target plane (large light blue arrow) is pointing forwards - it should be pointing backwards, correct?

The light blue arrow always has to point towards the bending direction. The knee should bend forward so this setup is perfectly fine.

Best regards,
Peter

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