Unable to rename / edit name of custom property

Doddzilla 2 days ago 0

I can't change the name of custom properties when I create them. 

In this case, I've already create the project, and the blendshapes I'm adding custom properties for, I crated at a later point. So I need to manually create the custom properties.

Answered

Import fbx embedded animation into UMotion Pro

Anonymous 2 days ago updated 2 days ago 2

Sorry I couldn't find my scenario in the existing topics. My character is made in Blender and imported to Unity as FBX, with Blender-made animations embedded within the file. I am using generic rig.

I was able to create UMotion config and create new animations for this character. However, now I'd like to edit some old Blender-made animations, but I can't import them because animations are not separate files, they are embedded into the model's fbx. Is there a way to make this work?

Answer

Hi,
thank you very much for your support request.

You can import animations from .fbx files the same way as you import animations from .anim files:

1) In the UMotion Clip Editor click on File --> Import Clips
2) Click on "Add Clips"
3) Browse to the .fbx file you want to import and select it

All clips that are contained in the .fbx file are now listed under "Animation Clips:". You can un-check those you do not want to import.

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

Best regards,
Peter

UMotion doesn't seem to show Reference or Bind pose while Unity Avatar configuration menu does

Paul MPI 3 days ago updated 3 days ago 0

I'm currently working with this character:

https://sketchfab.com/3d-models/sophia-animated-003-animated-3d-woman-dc448c3be0e74f96a55fb475a13433cf

When I go into Config Mode and select "Apply Bind Pose" , nothing seems to happen. The character stays in the pose of the first frame of the included idling animation. I would expect she would go into a T-Pose when going into Config Mode and when pressing the "Apply Bind Pose" button. Should this happen?

Image 1584



When I inspect the character fbx myself and go into avatar configuration, I can see T-pose when pressing Pose-> Sample Bind-Pose or Enforce T-Pose. When I press Pose->Reset, I see the idling pose again.

Pose-> Reset result:

Image 1586

Pose-> Sample Bind Pose result:

Image 1587


Pose -> Enforce T-pose result:

Image 1588

I'm mainly concerned that the reference pose (for animating) is a T-Pose and not the idling pose. 

Answered

How to set FK/IK Blend by code (UMotion API)

Paul MPI 1 week ago updated by Peter - Soxware Developer 6 days ago 1

Dear Peter,

I'm trying to standardize the feet placement of about 150 mocapped gesture animations. Through the UMotion API I'm able to set the position and rotation of the IK_Foot_X objects but by default, the FK/IK Blend slider is set to 0.

When I request all the custom constraints by GetCustomPropertyConstraintNames I get an empty list. The feet IK have been set up by the IK Setup Wizard and the project is Humanoid.

Is there a way to set the FK/IK blend slider by code so I can automate adjustments and export them all at once?

Example code:

var targetObject = GameObject.Find("rp_sophia_animated_003_idling_ball_l").transform;
PoseEditor.TrySetFkLocalRotation(targetObject, Quaternion.Euler(0f, 0f, 90f), "rotate ball L", false);
targetObject = GameObject.Find("rp_sophia_animated_003_idling_ball_r").transform;
PoseEditor.TrySetFkLocalRotation(targetObject, Quaternion.Euler(0f, 0f, 90f), "rotate ball R", false);

targetObject = GameObject.Find("IK_Foot_R").transform;
var IKFootRPosition = new Vector3(0.08681f, 0.08425f, 1.64067f);
PoseEditor.TrySetFkWorldPosition(targetObject, IKFootRPosition, "IK Foot R Pos", false);
var IKFootRRotation = Quaternion.Euler(1.8f, 277.1f, 89.4f);
PoseEditor.TrySetFkWorldRotation(targetObject, IKFootRRotation, "IK Foot R Rot", false);

List names = new List();
PoseEditor.GetCustomPropertyConstraintNames(targetObject, names);
Debug.Log($"{targetObject.name} names count: {names.Count}");

Answer

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

Unfortunately, the GetCustomPropertyConstraintNames() is about the Custom Property Constraint and does not return properties of the IK Constraint. Sadly there is currently no way to query the "FK/IK Blend" property via the UMotion API.


I agree that this is a shortcoming and have added it to my todos for the future.

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


Best regards,
Peter

Digitigrade

BlueTera 2 weeks ago 0

Is it possible to have to joints for digitigrade. Rigging like here.
And how would i be able to or maybe a recommendation for another addon that does this?

Image 1583

Increaseing chain length

BlueTera 2 weeks ago updated 2 weeks ago 2

So when i just increase the chain length by one the IK does not seem to work but when it's two it's fine.
Since my arms and legs are with 3 bones each. Increasing the length for some reason makes the bones not follow the IK thingy. But lowering it works again not sure how to make 3 bones actually work. I looked in a bunch of places but could not seem to find anything about my problem.

Here is some pictures to see what i'm talking about.

Image 1573

Image 1574

Image 1575

How to use FK and IK at the same time

Neon Specter 2 weeks ago updated 3 days ago 1

I don't understand the reasoning behind having two separate rigs. If I set FK/IK blend to 0, I can only manipulate the model using FK handles. If I set it to 1, I can only manipulate it using IK handles. If I set it to anything in between I get this weird interpolated behavior where the mesh doesn't line up with either rig.

I want to be able to make adjustments using both IK and FK. How can I accomplish this? The only way I see currently is to use Set FK to IK or vice versa to sync up the rigs, then switch the blend between 1 and 0 - and this has to be done every single time I make any change.

Answered

IK handles don't work

Neon Specter 3 weeks ago updated 3 weeks ago 6

I'm following the IK tutorial and used the setup wizard to create handles, but when I move them, the handles just move on their own and no bones move with them.  Here's what the wizard created:

Image 1569

Image 1570

IK_Hand_L constraints:

Image 1571

EDIT:  Just noticed an error in the console:  "Constraint dependency loop! The following joint/transform constraints depend on each other: IK_Foot_L (Inverse Kinematics), IK_Foot_L (Child Of), IK_Foot_R (Inverse Kinematics), IK_Foot_R (Child Of), IK_Hand_L (Inverse Kinematics), IK_Hand_L (Child Of), IK_Hand_R (Inverse Kinematics), IK_Hand_R (Child Of)"

Answer

Hi Neon,
thanks for your support request.


, but when I move them, the handles just move on their own and no bones move with them

UMotion uses an FK / IK Blend rig. Your probably have set the blend property to 0 (FK). Please re-watch the IK video tutorial, it's mentioned there.

Constraint dependency loop! The following joint/transform constraints depend on each other: IK_Foot_L (Inverse Kinematics), IK_Foot_L (Child Of), IK_Foot_R (Inverse Kinematics), IK_Foot_R (Child Of), IK_Hand_L (Inverse Kinematics), IK_Hand_L (Child Of), IK_Hand_R (Inverse Kinematics), IK_Hand_R (Child Of)


A constraint dependency loop means your hierarchy is not setup correctly or the IK constraints are not added to the correct transforms in the hierarchy. In other words the result of one constraint depends on the result of another constraint which again depends on the result of the first constraint. This is not a UMotion bug, just a warning that something is not correctly setup in your model.


The IK Setup wizard does some automatic detection and guessing work to determine which transforms to assign the IK constraint to. It is not always guaranteed to be correct. You might need to manually adjust the pre-selections. You can also setup the entire IK manually (without the setup wizard).

Best regards,
Peter

Not a bug

"Feature not available"

Neon Specter 3 weeks ago updated by Peter - Soxware Developer 3 weeks ago 2

I have UMotion Pro, yet when I click IK Setup Wizard I get the message, "This feature is exclusive for UMotion Professional users.

Please visit the Unity Asset Store to learn more about UMotion Professional."

When I visit the asset store, it shows that I own the asset.  When I click Open In Unity, it shows it as already imported. I've already done a clean reinstall of UMotion, but this issue persists.  I don't see anywhere to activate a license or anything like that.

Answer

Hi Neon Specter,
thank you very much for your support request. This message means that you have UMotion Community opened which does not support IK. Make sure that you have only UMotion Pro installed in your Unity project.

Please do the following:

1) Delete all UMotion related folders of any installations
2) Verify, that the UMotion menu items under "Window" in Unitys menu bar are gone:

Image 1568


If the menu items are still visible, then there might be a second UMotion installation floating around in your project. You need to delete it as well.

3) After everything is correctly deleted, install UMotion Pro via Unity's package manager again.

Please let me know in case you need any further assistance.

Best regards,
Peter

Not a bug

Pose editor changes not being saved

Neon Specter 4 weeks ago updated by Peter - Soxware Developer 3 weeks ago 4

Every time I try to switch to config mode in the pose editor, I get the warning: "The current pose has modifications that have not been applied. If you continue the modifications will be discarded.

Do you really want to continue?"

This is despite having saved ALL keys via the key dialog. If I open up the key dialog, nothing is red (which I believe indicates unsaved changes).

Upon exiting the pose editor via the clear button, my model snaps back to its previous position before any changes were made to the pose. How do you actually apply the pose to the model in the scene?

Also, my changes to the pose do not survive a Unity restart... Here's what I'm doing:

  1. Create UMotion project.
  2. Create clip.
  3. Load model into pose editor
  4. Make adjustments using pose editor
  5. Key dialog --> Select all --> Add Keys (all filters are blue)
  6. File --> Save Project
  7. Restart Unity, load project in clip editor --> all changes lost (same when loading model into pose editor)
Answer

When you press on "clear" --> "keep scene pose" only the modifications done on the bones and transforms are applied to the scene instance of your character. This feature is intended for creating static poses for characters without having to export and assign single frame animations.

Blend shape changes are not applied by this feature, that's normal. I'm actually not sure if Unity by itself is even capable of a static preview of blend shapes (at edit time).

From the video it looks like the key frames are stored in your UMotion project's animation clip correctly. So when you export your animation, all your modifications are in there.

Best regards,
Peter