I am very interested in UMotion and intend to purchase the Pro version if it can do what I hope. In effect, what I hope to do is:
> I have a character imported from DAZ to Unity (Genesis 2 model). His clothes come with him, ie. only the model himself is rigged to humanoid, (have an armature), but clothes are just "fitted" to him, to move with him. What I want to do is to create a slight blend shape animation for the sash he is wearing. It (the sash) has a couple of blend shapes, and I want to make just a few slight motions when the character jumps etc.
> In effect, I want to animate the sash blend shapes and run animation clips simultaneously to the base animation of idle, walk, run, jump etc... (Could these animations be combined to a single animation?) Is this possible? I'm still really a beginner when it comes to animation..
Anyway, I read here in Q&A UMotion now supports blend shapes animation, correct? However, I instantly run to a problem:
I have Clip editor and Pose editor both in place. I make a new project, humanoid (as the sash has no armature, but I've added the Animator component to my sash and my model's Avatar as the avatar), drag my character to the scene and choose the sash (Sash.Shape_Merged) as the game object target. First I get the UMotion - New Rig detected, which I answer to as "Create Configuration", and afterwards I get the following message:
"Blend Shapes have been found while configuring the new bones/transformations. Do you want to add properties to make them accessible from within UMotion?"
My answer possibilities are "Add to Head", "Custom Controller" and "Don't Add". Don't Add of course does nothing, but both "Add to Head" and "Custom Controller" invariably crash UMotion. (UMotion just crashed... :( ... Please issue a bug report or Restart UMotion..." It's always the same. Crash every time I try it.
Is it my mesh? Not right? Or what...?