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Hello,

Your asset looks formidable but it would be a consequent investment for the indie dev that I am so I would like to know if you have a try before buy policy or if you offered refunds in case it does not fulfill my needs ?

Thanks in advance !

1 Answer

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answered by Expert (80k points)
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Best answer

Hi Aes,
thank you very much for your interest in UMotion.

UMotion has a Community edition that is free to use (with some feature restrictions): UMotion Community - Asset Store

Please let me know if you have any further questions.

Best regards,
Peter

commented by
Hello,

Thanks for the lightning fast answer !

I did notice that, but according to your comparative chart the community edition does not include the IK or child-of constraint features which happen to be precisely what i would love to be able test out before spending my money, which is why i asked about a trial since the issues I have to solve are pretty specific !

Regards,

Aes
commented by Expert (80k points)
Ah ok, that makes sense. I'm sorry but I don't offer trial versions like that.

If you want you can share some more details about your specific use case. That way I could provide some additional information if and how something like this can be done using UMotion Pro.

Best regards,
Peter
commented by
Okay so what I'm trying to achieve is making some "procedural" (or at least dynamically targetable ) animations;  I can already make my own "fixed" animations with blender but anything related to ik targeting and child constraints is very tedious so I need a solution for complex interactions such as dancing, handshakes, punches, or wrestling / martial arts-like grabbing which could potentially blend with mecanim !

Can uMotion help with that?

I hope I was precise and clear, i am not sure if there is any specific terminology for that

Thanks in advance !
commented by Expert (80k points)

UMotion has IK and the Child-Of constraint to be used inside the editor, but when exporting the animation everything is baked into the clip (just like in Blender). So if it is necessary in your use-case to change e.g. the players hand position during run-time you would need a run-time IK library like FinalIK or similar.

UMotion currently offers 2 ways for creating animations where 2 characters interact with each other:

  1. Via Unity Timeline you can preview animations on 2 characters (or even more) at the same time. UMotion can be used to edit one animation currently used by Unity Timeline at a time. That means you can edit the animation of character 1 while the animation preview is also updating the animation of character 2.
  2. Make both your characters a child of the same empty GameObject and assign an Animator to the empty GameObject. Also make sure that both your characters are of type "generic" (humanoid won't work). If you now create an animation for that empty GameObject you can animate both characters at the same time in UMotion.
    The resulting animation file needs to be played by that empty GameObject.
Please let me know if you have any further questions.
Best regards,
Peter

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