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Is there any workaround having particle systems still play on children of the gameobject locked by UMotion? Imagine a rocket, with thrust emission, would be great to be able to visualize it while playing the animation in UMotion. Whenever selecting the objects, and then choosing gameobject to animate in UMotion, it forces the "Particle Effect" window to close.

When running an animation outside of UMotion, would just have the particle system objects selected while running the animation, and it would all display perfectly.

And non related, really looking forward to a simple property filtering being added, toggle on/off Pos/rot/scale in the "Properties" tab of config mode perhaps? Regardless of implementation would help clean up the clutter and increase productivity instead of having to scroll through the giant list of properties.

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Hi,
thank you very much for your support request.

I did a few tests: The problem is that particle systems just don't play if they are not selected (and in UMotion it's not possible to select other things than the bones). Would be nice to have a Unity API that would allow UMotion to simulate all particle systems of the animated GameObject (and maybe even sync it with the frame cursor) but that doesn't seem to be possible at the moment.

What you can do though is putting your particle effect outside of your animated GameObject. Then you are able to select and play it. If you want it to move with your animated GameObject you can use this simple script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEditor;

 

[ExecuteInEditMode]

public class PsUpdater : MonoBehaviour

{

public Transform particleTransform = null;

 

void UMotionUpdate()

{

particleTransform.SetPositionAndRotation(transform.position, transform.rotation);

}

}

Add this script to the transform that should act as the parent of the particle system. Then drag & drop the particle system you've placed outside of your GameObject into the "particleTransform" field. In UMotion's Pose Editor, open the "Options" tab and type "UMotionUpdate" into the callback field so that UMotion will call the script every time it updates the pose of your character. 

Filtering in the properties is planned but I can't promise on when it's going to be released.

Best regards,
Peter

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