Answered

Make notes or label keyframes

Leo 1 day ago updated by Peter - Soxware Developer yesterday at 1:09 a.m. 1

Hey, I think it would be a cool idea to be able to write a small note or label at the top of keyframe in the editor, that might show up in an area near the animation events. It would make it a lot easier to know which frame is which so you can copy or paste the right one without having to take the extra steps to scroll through and preview the animation first each time.

Thanks,

Leo

Answered

how to attach staff with two hands hold to an animation

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

I have an old man leaning to a staff with two hands. I have also an animation from Mixamo that would suite this purpose, but I need to set the staff somehow to the rig so that I could move it little bit independently, but the hands would follow. I just can't figure out how to set the the staff and hand rigs to it.

Answer

Hi,
thank you very much for your support request.

You need two things for this to work: IK and the Child-Of constraint.

  1. I would make the staff a child of the e.g. right hand in your hierarchy. That way you only need to focus on making the other hand stick to the staff.
  2. Setup IK for your character using the IK setup wizard (in config mode)
  3. Stay in config mode and select the IK target of the left hand (the wire cube). Open the constraints tab and disable the "IK Pinning mode". This changes the child-of constraint back into the regular child-of mode where you can select any arbitrary parent. In IK pinning mode, you can only choose between pinned (i.e. world space is parent) or not pinned.
  4. Return to pose mode, select the wire cube of the left hand. Under "Channels" Change the "FK/IK blend" slider to 1 (=IK). Move the wire cube to the staff. Also under "Channels" change the parent to be the staff. If you now move the staff, the hand should follow.
  5. Make sure to create keyframes for all your changes.

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

PS: When working with the child-of constraint, you should be aware of some common pitfalls: https://www.soxware.com/umotion-manual/ProLesson3.html

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

Best regards,
Peter

Answered

Exported Generic Animation is incorrect

ThomasWindar 1 week ago updated 1 week ago 4

Hello - first of all, big fan of the software. Used it for a long time, still a big fan. Umotion Pro is amazing.
That said, with recent changes to Unity, I had to attempt the FBX export feature and it has errors...

I have an issue exporting the created animation into a .FBX file though. For some reason it applies an odd off-set to the exported Generic Anim:

Image 1339

The animation as a Unity anim works correctly and plays correctly.
However when updating the .FBX file of the model, it introduces the following errors:
- the character is given a massive off-set from the ground
- the character clothes parts are moving away from the mesh. 

- I am updating an existing FBX mesh file, a copy of the file originally imported and used for this animation.

The character was animated with an offset of 0.23 to left in the scene, but the Root doesn't seem to affect this behavior.
It uses a 2014 FBX binary format. 
Any ideas why this is happening? 
Thank you for your time.

Answer

Hi,
thank you very much for your support request.

You mentioned that you are exporting the animation into an existing FBX file. Maybe the character assigned to the UMotion Pose Editor is scaled differently than how it is scaled inside the FBX file? Because it looks like the positions of the cloth parts are off by a scaling factor.

  • Have you tried to play the animation on the actual character (that is also assigned to UMotion) and see if that works
  • Please also try the "Export As New File" mode?


Please let me know if that solves your issue or if you need any further assistance.

Best regards,
Peter

Answered

Export Anim model sink to the goround

THRoot99 2 weeks ago updated by Peter - Soxware Developer 1 week ago 2

Image 1334

I studied the video to create a simple animation, but the model sinks into the ground in the exported animation. After importing it into my project, the character's feet move to the waist.

How can I fix this?

Image 1335

Image 1336Image 1337Image 1338
Answer

Hi THRoot99,
thank you very much for your support request.

Is it possible that any of the parent bones of the bone defined as "hip" in the humanoid avatar is scaled (i.e. scale.x/.y./.z != 1)? In some cases, Humanoid doesn't work well in this case. If you need to apply scaling, apply it on the root (top most) transform (i.e. the one where the Animator component is present).

Here are a few other things you could try:

  1. Enable the "Generate Root Motion Curves (experimental)" feature and re-export.
  2. Try the FBX export to see if it makes a difference. To export via FBX, you need to select your humanoid character (or a 1:1 duplication of it) as destination file. The exported animation is then inside the humanoid character's FBX file.

Please let me know if any of the above fixes your issue or if you need further assistance.

Best regards,
Peter

Answered

Importing IK Target Animations to Different Skeletons

Enkianssus 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 2

I exported the animation of the humanoid skeleton and its subordinate IK targets. If I import it to the same skeleton, the IK target animation can be imported normally. But if I change to another skeleton, the IK target animation cannot be imported. Is there a way to solve this?

Answer

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

If your animation is of type humanoid, you can import it to any other humanoid skeleton. The UMotion IK targets you used while authoring the animation inside UMotion is not included in the exported *.anim file though. So you can not restore the UMotion IK targets on other skeletons.

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

Best regards,
Peter

Answered

Solutions for Applying Short Looping Animations to Long Clips in uMotion

Enkianssus 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 1

Umotion doesn't seem to have the functionality to easily add a short, looping animation on top of a longer main animation clip. For example, if my main animation is a long sequence, and I want to overlay a shorter cyclic motion, I can add an addictive layer in umotion and insert my looping clip. But to make it fit the length of the main animation, I need to manually copy and paste it over and over. This makes it very tedious to modify the looping animation later on. Is there a better way to achieve this overlay of a short loop onto a long main clip in umotion?

Answer

Hi Enkianssus,
thanks for reaching out.

Unfortunately, such a feature is currently not implemented in UMotion. But I've took notes of your idea in order to consider it for future updates.

Best regards,
Peter

Answered

uMotion + Final IK: Animation Baking Only Works for IK Targets Under Skeleton

Enkianssus 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 1

I'm using umotion and final IK together. I've noticed that if the IK target is a child object of the skeleton for the humanoid I'm currently editing, then the animation can bake properly. However, if the target is located under another object in the hierarchy, then it can't bake correctly. Is there any way to fix this?


Answer

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

This limitation is coming from Unity's Animator component. When the character is humanoid, additional generic (= non humanoid) bones can only be animated if they have a humanoid bone as parent somewhere in their hierarchy. So unfortunately there is no way to fix this, I'm sorry.

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

Best regards,
Peter

Under review

animatedfloatcliplayer

Cicaeda 3 weeks ago updated by Peter - Soxware Developer 2 weeks ago 3

Image 1333

UMotion Pro has a significant impact on code compile times, slowing down projects unnecessarily. Even without opening UMotion, simply having UMotion added to the project causes this slowdown. You can verify that UMotion is doing this crazy amount of work on every compilation by looking at in the Unity Profiler, setting it to profile Edit Mode in the top left and enabling Deep Profiling.

Something needs to be done to make it so UMotion doesn't load all this stuff in the background when it's not being used. At least not until you boot it for the first time. The AnimatedFloatClipLayer.OnAfterDeserialize() is the biggest killer, and if that could at least be gotten rid of, it would be a huge win.

Answer

Hi,
thank you very much for your bug report.

Is it possible that you have the UMotion Clip Editor open with a UMotion project being opened currently loaded? It's deserializing the UMotion project file that seems to be causing the impact on your assembly reload. Try closing the Clip Editor and the Pose Editor (or at least hide it in the layout by having some other windows in the same tab register in focus). The impact on the assembly reload should be much smaller in this case.

Best regards,
Peter

Answered

Is it possible to see in Normalized Time rather than Frames?

superip 4 weeks ago updated 4 weeks ago 4

Is it possible to see in Normalized Time rather than Frames?

Answer

Hi superip,
thank you very much for reaching out.

The time ruler in the clip editor does show you the animation time in seconds (large and medium markings):

Can you further explain what you understand by normalized time? Do you mean that 0 would be the clip's start and 1 the clip's end? Why would you need that?

Best regards,
Peter

Answered

animation child of

olikan 1 month ago updated by Peter - Soxware Developer 4 weeks ago 5

Hey everyone! I have an issue where I have a humanoid rig character and a generic rig weapon. I'd like to create an animation of my character changing the magazine in that weapon. Currently, my generic rig weapon is placed under the humanoid rig's right hand game object. I made a test animation in uMotion where the character properly takes out the magazine from the weapon, using "child of" for the magazine. However, when I start the game, only the humanoid animation plays and the generic part, i.e., the magazine change, doesn't play. I've been struggling with this for 2 weeks and would like to ask for help. I tried another solution where I made a humanoid animation for the character and a generic one for the weapon. This way both work, but I can't synchronize them. For example, if I load the humanoid animation part in uMotion, I don't see the generic weapon animation, i.e., the magazine movement, because everything has a "locked" label in uMotion. I would like the first solution to work somehow, meaning the magazine removal would play in play mode and not just in the editor. Can someone help in any way to finally make it work? I'm also attaching a video for reference. Thanks in advance for the help. Regards: Zoli.

https://streamable.com/jqjl71

Answer

Hi,
thank you very much for your support request.

The way you've animated the magazine as shown in the video is the correct approach. Let's further look into why the magazine isn't animated in-game:

  1. Double check that you've exported your latest animation clip version from UMotion and that you've assigned the correct *.anim file to the character.
  2. Are you using any override layers in your player's animator controller that are overriding the magazine? Or maybe some transitions? To rule both out, try to create a new empty animator controller and assign only this single animation to it just for testing.
  3. Maybe some scripts are overriding the magazine position?
  4. Does the animation exported from UMotion preview correctly using Unity's Animation Window?

Please let me know how that goes.

Best regards,
Peter