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I made some bone modifications in the avatar setting, but the modifications seem not to be applied in UMotion editor.

Anim in Timeline,

Same anim in UMotion, notice the arm length

What can I do to make UMotion apply the avatar settings, or this is by design?

Thank you!

1 Answer

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answered by Expert (155k points)
 
Best answer

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

What do you mean with "Avatar Settings"? Settings in the Unity humanoid avatar setup (that is shown when you click on "Configure..." in the "Rig" tab of your model)?

From the screen shots it looks like the animation in UMotion has some different rotation on the arm bones than the animation you use in Unity Timeline. If you modified the animation clip in Timeline, you can import the new *.anim clip back into UMotion to get the new pose (click on "File --> Import Clips" in the Clip Editor).

Did you know that you can use UMotion to edit animation clips used in Unity Timeline? Please check out the "Unity Timeline Integration" chapter in the UMotion manual. Also here is a short video where I'm using UMotion together with Unity Timeline: Unity Timeline & Weighted Tangents - UMotion In Practice

Best regards,
Peter

commented by

Hi, thank you, Peter, for your quick response. That's very helpful.

What do you mean with "Avatar Settings"? Settings in the Unity humanoid avatar setup (that is shown when you click on "Configure..." in the "Rig" tab of your model)?

Yes, I changed the position of the arm bones there so that I can have longer arms.

Did you know that you can use UMotion to edit animation clips used in Unity Timeline? 

Yes, I have tried that, but the result is the same. I recorded a video here.

https://youtu.be/nJR1yB4LE6w

I created a new UMotion project, and sync a clip from the timeline. You can see the length of the arm changed after the clip was imported at the 30th second.

Thanks in advance.

Best regards,
Fengkan

commented by Expert (155k points)

Hi Fengkan,
thank you very much for further explaining your situation.

I'm very sorry but translation on humanoid bones is not supported by UMotion Pro. You can workaround this limitation by using "generic" instead. UMotion Pro can be used to convert existing humanoid animations to "generic", too. This might also give you a bit of a performance improvement as Unity doesn't have to perform any animation re-targeting during runtime.

Edit: If you want to keep using humanoid, you could also adjust the arm in Blender by increasing the arm length but keep the bones joint connected.

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

Best regards,
Peter

commented by
Sure, Peter, thank you, I will try that. Have a nice week!

Best regards,
Fengkan
commented by

UMotion Pro can be used to convert existing humanoid animations to "generic", too.

Hi, Peter, you mentioned this, do you mean export as FBX?

By the way, I worked around the original problem by exporting as FBX from UMotion, and converting from FBX to Humanoid with your Animation Converter, and put back into UMotion. The translation info remains in the Humanoid anim, thus I can edit the Humanoid anim with a longer arm. Although I don't know the difference between the original Humanoid and the one Animation Converter generated.

Edit: If you want to keep using humanoid, you could also adjust the arm in Blender by increasing the arm length but keep the bones joint connected.

Sure, I will definitely modify the arm in DCC later.

Best regards,

Fengkan

commented by Expert (155k points)

Glad to hear that you've found a workflow that works for you. 

Hi, Peter, you mentioned this, do you mean export as FBX?

Yes UMotion can convert animations either via the FBX export, or by creating 2 UMotion projects (one of type humanoid and one of type generic; you need to duplicate your model and configure it as generic for the second project). Import the humanoid animation into the humanoid project, then import the humanoid project into the generic project. Export the generic project (as *.anim).

If you own the Animation Convert, then using that instead is the recommended (and faster) way.

Best regards,
Peter

commented by
Sure, Peter. Thank you for your kind answer and these two great products!

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