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I have an axe attached to the hand bone of my humanoid character and every time I drag and drop the character into the pose editor window to start animating, the sword seems to be changing its position and rotation, and then when I close the UMotion project the sword position and rotation return to its original position, the problem is that when the sword returns to its original position after I did an animation, the sword is not aligned properly with the animation since the pose editor is changing the position and rotation of the sword of the character every time I want to start animating and then returning to its original position, how ca I fix this issue? Thanks so much!


As you can see in the image below the pose editor warning windows is saying that the axe is attached to the R Finger 0 bone, but if you take a look at the inspector window the Axe is attached to the R Hand bone.

Looks like the pose editor is saving somewhere an old copy of my Player Game Object and using it instead of the Player Game Object Im dragging into the window, I remember having the axe attached to the Finger bone before.

This strange behavior is taking away a lot of work time can you help me please?

Edit: I went into the config mode of the pose window and clicked a button to clear missing gameobjects and I'm not getting the warning window again but the Axe is still changin its position every time I load the player Game Object into the pose window.

Edit: Looks like the pose window is not loading the transform of the Axe gameObject attached to the Hand bone properly, it seems to be loading an old copy.

1 Answer

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Best answer

I feel so silly I just had to apply the scene pose in config mode.
commented by Expert (139k points)

Hi Jose,
thanks for reaching out.

Yes UMotion does indeed storing the pose the character had when you first attached it to the Pose Editor. That's what's called the "Reference Pose" in UMotion. This is necessary to have a defined starting pose when animating. If UMotion wouldn't reset the model to the reference pose, your animation would depend on the state your model had in your scene. So if you e.g. would use UMotion to animate your model during Play Mode you might get a completely different animation because the model was changed by your game's code / the animator.

This video tutorial goes into more detail about the reference pose: UMotion Tutorial - Config Mode

I hope this makes sense. Let me know if you have any further questions.

Best regards,

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