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I don't know if there is a simpler way of achieving what I'm trying to do, but I have an unusual IK Rig which will be animated at runtime using a 3rd party library: I don't need to animate the character bones directly in UMotion and I don't need to bake the IK animation into the character bones, I only need to edit the position and rotations of the IK controls and poles and export those animations as if it were a FK animation.

Everything is working fine so far, but I would like to hide the character bones in the UMotion's Clip Editor because I don't need to animate them and they are only cluttering that screen. Is there a way of hiding those bones and keeping only the IK controls and poles?




If it isn't possible to hide the character bones, could I at least sort the animated properties using drag & drop so I can put the IK controls and poles before any character bone?

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Best answer

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

Switch into config mode and select the bones you want to hide, then in the "Properties" tab set the visibility to "Lock". From the manual:

  • Show: The bone/transform is visible in the Scene View and in the Animated Properties List.
  • Hide: The bone/transform is invisible in the Scene View but is visible in the Animated Properties List. ...
  • Lock: The bone/transform is invisible in the Scene View and in the Animated Properties List. ...

Changing the order of animated properties is currently not supported but might be in the future.

Btw. since UMotion V1.09 you can even preview your custom IK controls inside UMotion. With the new "Callback" feature, you can simply setup a method that will be called on all your components whenever the IK controls need to be updated.

More information: https://forum.unity.com/threads/umotion-animation-editor.490618/page-3#post-3448058 

Please let me know if you have any further questions.

Best regards,

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