Answered

pivit move to center

chaitanya 5 days ago updated by Peter - Soxware Developer 4 days ago 1

I edited an animation in UMotion Pro, but when I play the animation, the player's pivot moves to the center.

video

Answer

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


  1. Have you used the same character inside UMotion Pro as the one you are playing the animation on?
  2. Does your character have scaling applied to any GameObject between the hips and the root?
  3. Does the animation preview correctly in the inspector when you have the *.anim file selected?
  4. Also, please try playing with the root motion settings shown in the inspector window of your *.anim clip.
  5. Please try exporting the animation into the character's FBX model (instead of using the *.anim export). Further help on export settings: https://www.soxware.com/umotion-manual/ProjectSettings.html#ExportSettings

Please let me know how that goes.

Best regards,
Peter

Answered

Cannot download even if I agree to Eula

Anonymous 5 days ago updated by Peter - Soxware Developer 5 days ago 1

I purchased the software during this summer sale and tried to download it. 

The package manager displayed “Please agree to the Eula”, so I read the Eula displayed on Google Chrome and pressed “Agree” at the bottom, but I cannot download the package.

When I press “Agree”, I am redirected to the UnityAssetStore top page, but nothing happens.

Answer

Hi,
thank you very much for reaching out. I'm sorry to hear that you are having issues downloading your purchased asset from the Unity Asset Store. Please contact the asset store support for further assistance, as we as an asset provider do not have control over this type of asset store functionalities.

Thank you very much and I'm really sorry for the inconvenience.

Tip: Please double check that the account you are logged in inside your Unity editor is the same which you used to purchase the asset (and confirmed the Eula).

Best regards,
Peter

Not reproducible

Anim Clip Disappeared

Anonymous 2 weeks ago updated by Peter - Soxware Developer 1 week ago 1

Wanted to try out this tool before buying the Pro version, but I encountered a worrying problem today.

After creating a new clip, and animating with it, I exported the animclip and continued working on the project. After a while, I went back to ClipEditor and the new clip that I created earlier was gone from the umotion project.

Is there some bug in the umotion asset autosaving or could the data have been removed from an undo operation in another part of the editor?

Fortunately, I could restore the project from backup and the new clip came back.

Has anybody else encountered this issue before? I hope it gets fixed.

Answer

Hi,
thank you very much for your support request. At the time of writing, I do not know of any bug that could cause an animation clip to disappear from a UMotion project.

But here some additional information, that might help you explain your situation:

Unity saves *.asset files (like the UMotion Project file) as soon as you click on "File --> Save Project" or if you close Unity. Unintuitively, pressing CTRL + S only saves the scene, not all the *.asset files in your project.

UMotion does use Unity's undo/redo stack. So yes, when undo-ing in a "incautious" way you can accidentally undo changes done inside of UMotion.

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

Best regards,
Peter

Help! Struggling to convert animation to work on VRM model

Anonymous 4 weeks ago updated by Peter - Soxware Developer 4 weeks ago 3

Hi,

I created some animation in Cascadeur, exported it to Unity, and I'm trying to have the animation play on the VRM model so that I can use the physics feature. I followed the tutorial, and no matter what configuration I choose, it just doesn't work. The outcome is that either the model is a mess, or it doesn't move. The animation comes as Generic, and I have already tried converting to Humoid or vice versa.

I appreciate someone reaching out on this soon as possible.

Thanks.

Answer
Anonymous 4 weeks ago

Never mind! I am an idiot! I thought the idea was to use any animation, and you use a FBX model to apply that said animation to. I misunderstood it, but now I've got it working.

How to export smaller clips from a longer clip?

Digital Adam 4 weeks ago updated 4 weeks ago 0

I have this 90 frame animation in one clip. I'd like to export a clip from 1-60, and then another from 61-90. Right now I'm using 'Edit > Crop to Playback', exporting the animation, undoing the crop, then doing it again for the other animation. Seems like a lot of steps. Is there an easier way that I'm unaware of? Thanks.

Answered

I have a character with a tail that I would like to animate

Digital Adam 4 weeks ago updated 4 weeks ago 3

I have uMotion Pro, and I'd like to add the bones from my characters tail that I would like to animate. Is there a video or doc to explain how to set that up? Thanks.

Answer

Hi Digital Adam,
is your character of type humanoid? For humanoid, only the "typical human bones" are enabled by default. You can enable additional bones from within the config mode in the pose editor:

  1. Open config mode (in the Pose Editor)
  2. In the rig hierarchy tree view, select the bones you want to enable
  3. In the "Properties" tab, set "visibility" to "show".

In this video tutorial, you get a complete overview of the config mode: https://www.soxware.com/umotion-manual/Lesson5.html

Tip: For animating tails, I recommend selecting all tail bones at once (hold SHIFT while clicking on the "parent-most" bone of the tail). Then simply use the rotation tool. This evenly applies the rotation to all selected bones at once, creating a smooth and natural looking bend.

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

Best regards,
Peter

Answered

Installation issues

Joe Fender 2 months ago updated 1 month ago 4

There's a few issues I wanted to ask you about with installing the Pro package:

1) It automatically installs TextMeshPro into the project. I have been avoiding adding that to my project for various reasons, and didn't know it was required by your asset. Is there no way around that?

2) When I install the pro package I get this error. I'm on Unity 6000.1.2f1. Are you able to update your scripts to support the more recent versions of Unity please?

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3) If I try to open example scenes, I get this error spam in the console:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.

The legacy input system is disabled in our project settings. We only use the default (aka "new") unity input system and I don't want to enable the legacy one to avoid project bloat. Any way around this?

Answer

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

1) It automatically installs TextMeshPro into the project. I have been avoiding adding that to my project for various reasons, and didn't know it was required by your asset. Is there no way around that?

You can safely remove TextMeshPro from your project. UMotion doesn't require it.

2) When I install the pro package I get this error. I'm on Unity 6000.1.2f1. Are you able to update your scripts to support the more recent versions of Unity please?

UMotion supports a wide range of Unity versions. The API Updater just tells you, that it found some older API function calls (which UMotion needs to support older Untiy versions). You can safely confirm with "Yes". UMotion is tested and works fine under Unity 6.

3) If I try to open example scenes, I get this error spam in the console:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.

The example scene uses the classic Unity GUI system. It only displays some 3D texts to give some description to the examples. You can create an empty Unity project that supports the classic Unity GUI just for trying the sample scene. In your actual work project, you can safely remove the entire "UMotion Examples" folder as it's not required by UMotion.

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

Best regards,
Peter

Need Help - Exported Animation Contorted

Susama1 2 months ago updated 2 months ago 1

Hello,

I am trying to use UMotion to quickly adjust the hand placement of my attack animations for two handed weapons. IE the weapon is parented to right hand and left hand is slightly misaligned at certain points in the animation.

The attack animations come from another model (Model A). I am editing the animations on Model B. When I import animations, I enable hand/foot IK.

I double checked both fbx models were in T-pose and even enforced it. Both are humanoid.

The animation looks fine when I import on Model B, the hand IK looks perfect but when I export, the animation is all wonky and twisted.

https://i.postimg.cc/NG7ZQfqJ/Screenshot-2025-06-12-023405.png

I've also tried creating a new layer and saving/baking the keys, that didn't work either.

Please help. I can edit animations fine if the animation is from the source model but when I try to retarget on another model with the main purpose to add hand IK to fix two-handed grip weapons, the exported animation is all wonky.

When will FBX export to Apple Silicon be available?

Sebastian 3 months ago updated by Sebastian Jiménez-Pardo 3 weeks ago 1

I'm trying to get some animations into Unreal engine, from only a .anim file. I'm trying to bake the animation to a mesh by exporting with UMotion, but I get an error every time I try doing so. I assume it's because of the Apple Silicon limitation. When will this feature be available?

Unexpected and sporadic rotations after export.

angeloT813 3 months ago 0

I start by recording motion capture with Rokoko, and the animation is clean. I import it into Unity, set it to humanoid, and then bring it into UMotion for adjustments.When imported, I get these very sporadic leg movements, like jittering. Even if I remove the bad keyframes from those legs and export it again,

the UMotion editor looks fine, but the export is still just as jittery.

In the video, you can see there's no jitter in UMotion, but a lot of jitter in the legs after export.

I'm going insane because I then have to re-import the animation, remove the keyframes again, and export it. It's really slowing down my workflow. Please help!

Let me know if you'd like to make any more tweaks!

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