Not a bug

Built in font no longer valid

Anonymous 1 day ago updated by Peter - Soxware Developer 1 day ago 1

Hi!

Upon opening the Clip editor and the Pose editor, i get an error now saying that Arial.ttf is no longer a valid built in font. Please use LegacyRuntime.ttf


ArgumentException: Arial.ttf is no longer a valid built in font. Please use LegacyRuntime.ttf
UnityEngine.Resources.GetBuiltinResource[T] (System.String path) (at <61c05f8d81804e929ff4198c5bcc7a62>:0)


This makes it so there is no editor window rendered :(

Answer

Hi,

thank you very much for your support request.


Sounds like your using an old version of UMotion in a newer version of Unity. Please update your UMotion version to the latest version from the asset store.

I just double checked, UMotion V1.29p02 (latest as of time of writing) is working fine in Unity 2022.2.11.


Best regards,
Peter

Answered

How do I export the fbx mesh

Saban 3 days ago updated by Peter - Soxware Developer 3 days ago 1

Trying to export the animation clips with the mesh, however I only get bones and animation. If i use update existing file it fails seeing as there's no existing mesh in the folder. When I use unity to export the mesh into fbx it distorts the mesh. e.g. hands and feet. what's the solution?

Answer

Dear Saban,
thank you very much for your support request.

If i use update existing file it fails seeing as there's no existing mesh in the folder.

When exporting from within UMotion, the "Update existing file" export mode is the only method to have mesh and animation data within the same FBX file (UMotion has no FBX mesh exporting capabilities, it can only preserve the mesh that's already in the FBX file). Are you sure you've selected the correct FBX file as destination file?

Let me give you an example: Let's say you animate a character which source file is named "MyCharacter.fbx". With "Update Existing File"-mode you have to select "MyCharacter.fbx" as destination file (or a copy of that file).


Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answered

Is there a shortcut to navigate to the previous/next clip in the clip editor?

dorothi 3 days ago updated 22 hours ago 2

I checked the preferences window, but I couldn't set a shortcut to select the previous or next clip.

I checked over a hundred short clips, but it felt very tiring to open the clip window and select the next clip to select the next one.

Thank you for your reading.


Answer

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

Switching between animation clips is currently only possible by selecting the desired animation clip from the dropdown in the clip editor. There is no shortcut like the one you requested. However, you could use the UMotion API to write a short script that jumps to to the previous or next animation clip when a certain button is pressed: https://www.soxware.com/umotion-manual/UMotionAPI.html

These are the required methods from the API:

ClipEditor.GetSelectedClipName()

ClipEditor.GetAllClipNames()

ClipEditor.SelectClip(string name)


Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answered

Curve Smoothing

John Greenstone 3 days ago updated by Peter - Soxware Developer 3 days ago 1

Hi again, I see some Curve Smoothing requests that was few years ago.

Is it that hard to make simple gaussian filter?

Could I do it my self with uMotion API?

I'm sure this feature is must have. Now I have to export animation to Maya or MotionBuilder to do Butterworth filtering.

But it's only function I need there, for the rest of serious mocap cleaning from MOVE.AI uMotion is good enough! 

Looking forward for any support.

Thanks again for great software!

Answer

Hi John,

thank you very much for your feature request.

Unfortunately, curve smoothing is currently not supported. I'm sorry.

Could I do it my self with uMotion API?

Unfortunately, no. The UMotion API currently does not provide direct key frame access.

I'm sorry I currently can't give you any promises to if and when such features are going to land in UMotion.

Best regards,
Peter

Answered

Animated Properties: Sort and Prioritize

John Greenstone 3 days ago updated by Peter - Soxware Developer 3 days ago 1

Hi, many thanks for amazing tool. I use it fulltime everyday for mocap cleaning for Humanoid system.

It would be extremely helpful to prioritize main bones chain: Hip, Spine1, Spine2, Neck, Head.

Then Hands IK.

Then Feet IK.

I see that Property Filter is next in your Roadmap, so I'll be happy to have it as soon as possible!

Thanks!

Answer

Hi John,
thank you very much for your feature request and thanks for the kind words. Glad to hear that you are enjoying using UMotion.

Your voice is heard and helps me prioritize my (unfortunately quite limited) development resources.

Best regards,
Peter

Under review

Bug: Pivots of all objects outside character are broken after animating character

River 6 days ago updated by Peter - Soxware Developer 4 days ago 1

I've attached a video to see the issue clearly.

Youtube video

I fixed this by restarting the unity project.

To replicate, during editing a file's animation, select a random object outside the character GO (such as an axe) while pose mode is on, child it to the GO you're animating in clip editor, I tried to align the axe to the arms of my character (was still learning how to child-of constraint), then viola. I messed up unity's editor.

Answered

how can i move the object with two hands when the two hands is moving?

Smart 1 week ago updated by Peter - Soxware Developer 1 week ago 1

TakeTheCake.gifI want take a cake with two hands. i let the cake as a child of right hand,but when the two hands moving,the left hand will not on the cake.

can i pin the two hands on the cake,or can left hand move follow the right hand when right hand’s position changed?

Answer

Hi,

thank you very much for your support request.

Yes this is possible:

1) Setup IK for your character using the IK Setup Wizard (in config mode).

2) Stay in config mode and select the IK handles of the hands.

3) Open the constraints tab and scroll to the child-of constraint. Disable the IK Pinning Mode.

4) Return to pose mode.

5) Select the IK handle of the left hand.

6) In the "Channels" section of the pose editor, set the cake as parent.

8) Save key frames for your changes (Key Selected --> Key All) or "S" shortcut.

More information about the child-of constraint can be found in this video tutorial:

https://www.soxware.com/umotion-manual/ProLesson3.html

Please let me know in case you have any follow-up questions.

PS: Your UMotion version is quite dated. Please update to the latest version from the asset store.

Best regards,
Peter

Answered

when finishing animation how to make it a fbx again?

joihnsonlee 1 week ago updated by Peter - Soxware Developer 1 week ago 1

after i put my skeleton into a scene then use umotion to make a animation how do i make the animated scene into a fbx?

If need more information please ask!!!

Answer

Hi,
thank you very much for your support request.

Here is how to export to FBX:

1) Click on the button with the "Gear"-Icon in the Clip Editor

2) Change the "File Format" to "FBX"

3) Select the FBX file you want to export your animation to as "Destination File".

4) Close the settings

5) Click on File --> Export --> Current Clip

More information:
https://www.soxware.com/umotion-manual/ImportExport.html

https://www.soxware.com/umotion-manual/ProjectSettings.html

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answered

IK Interaction

Nicolas Abondano 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 1

Is possible to make the player to interact with a model using IK? So its not an animation but that if you move a bone manually it moves the rest, something like a ragdoll. What i want is the player to grab one arm and move it so the rest of the body follows.

Answer

Hi Nicolas,

thank you very much for your support request.

You can use UMotion's IK features only during edit-time (while authoring your animations). The results are then baked into the final animation clip. Here is more information about how to setup IK in UMotion: https://www.soxware.com/umotion-manual/ProLesson2.html


If you want that the IK adapts to runtime changes, you need a runtime IK solution (e.g. Unity's Animation Rigging package or IK assets from the asset store).


Please let me know in case you have any follow-up questions.


Best regards,
Peter

Answered

start recording

joihnsonlee 2 weeks ago updated 2 weeks ago 4

Ok i have moved my limbs (in a punching position) but how do i start record that position?

and how to record the starting stance/animation?

If need more information please ask!!!

Answer

Hi,
thank you very much for your support request.

You can create key frames manually by selecting the bones you want to create keys for and either by pressing the "S" shortcut key or by clicking on the "Key Selected" button in the Pose Editor.

If you want UMotion to automatically create the key frames for you, you can set the "Auto Key" to "Generate" in the Pose Editor. That way every time you manipulate a bone, a key frame is automatically generated for you.

More information can be found in the Quick Start Video Tutorial: https://www.soxware.com/umotion-manual/QuickStart.html

Please let me know in case you have any follow-up questions.

Best regards,
Peter