Option to merge animation layers

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

One of the animators for our project makes extensive use of layers in their workflow and some clips end up having 15+ layers. The layers work great but the clips can end up a little disorganized, and the umotion projects can end up getting pretty bloated - often ending up being several hundred MB. While these larger projects are open, the editor will often hang on 'waiting for user code in UMotionEditor.dll to finish executing'. I think it would be very helpful for organization and performance if we had an option to merge layers.


Hi ian,
thank you very much for sharing your idea. I've added it to my list of ideas for the future. I use this list to decide and prioritize new features.

Best regards,


Why Can't change the Animated Propreties names?

Arian 5 days ago updated 3 days ago 2

hey, I changed some naming in my Player Prefab and now my Animations is not working well. so I tried to change the naming in Animation and then export it again but I can't find anything related to this. so for example I had Object_Handler in my player now I changed it to Item_Handler, so what should I do? I can't just lose all the keyframes to just renaming the object!


Hi Arian,
thank you very much for your support request. In Unity, animations use the name of objects to reference them. So that the animation isn't working straight after changing an objects name is kinda by design.

But fortunately you don't have loose your key frames in UMotion. Here is how to deal with re-naming step by step:

  1. Imagine you have a working UMotion project.
  2. Now you want to rename an object of that character.
  3. Click on "Clear" in the UMotion pose editor to release the character for editing.
  4. Now you can rename the object of your character in Unity's Hierarchy window (e.g. Change "Object_Handler" to "Item_handler").
  5. Assign the character to the UMotion pose editor again.
  6. UMotion will notify you that it found a new transform (the one you just renamed) and that it is going to be added to the UMotion project.
  7. (If Humanoid) Make the new transform visible again (go into config mode, select the object in the hierarchy and under "Properties" set "Visiblity" to "Show").
  8. Go back to pose mode.
  9. In the clip editor, open the curves of the old transform (it should be shown in yellow as missing). Copy all key frames and paste them into the new transform. Repeat this steps for the position/rotation/scale properties.
  10. Verify that everything is working as expected. Then you can go into config mode and click on "Cleanup" in order to remove the old transform from the project.

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

Best regards,


Fingers bend backwards

Anonymous 2 weeks ago updated 2 weeks ago 1

When using the finger assistant, the fingers bend backwards.

Is there a way to reverse this?

Image 1420

Anonymous 2 weeks ago

It was fixed.

I checked "Bake Axis Conversion" in the model import settings and it was fixed.

Trying to animate custom bone like scarf get this error/warning not all bones/transformation in this project is available in the game object?

Anonymous 3 weeks ago 0

Hi dev,would love to animate with humanoid my scarf with custom bones from the main armature.But the above warning come up and in the config mode there are error/warning"the are rig configuration where the appropriate joint/transform cannot be found.

Can i get a step by step on how to use custom bones in humanoid rig?Thanks

Finger rotations not importing correctly for humanoid project

Dat Le 3 weeks ago 0

Hi, I've been using UMotion Pro a lot and love the asset, but this is the first time I've had issues with fingers not animating properly.

I'm using a Humanoid project because my end goal is to convert generic animations I've created and convert them to humanoid animations. My usual workflow is:

1. Import FBX of model + animation into Unity

2. Change Rig structure of model from Generic --> Humanoid

3. Create a new UMotion Humanoid project

4. Set the humanoid model in the pose editor

5. Import the generic clip from the FBX

6. Export the clip (which now saves as a humanoid clip)

However this time, the fingers aren't animating at all when I import the clip (step 5) in my humanoid project: 

Image 1414

The fingers animate fine if I test against a generic UMotion project (not converting to humanoid) though:

Image 1415

I inspected the humanoid avatar, and it looks like the fingers are bending correctly for a humanoid rig:

Image 1416

Can you help me fix the fingers not curling in my UMotion humanoid project please?

Much appreciated


Auto-Select all doesn't work in position window

Philip 4 weeks ago 0
I often manually set positions (and other values). So, I need to clear out the existing values (which are often very long) and enter my own. 

What I do is this: I click on a keyframe, then on "Position". I get the small "Move Tool" window. I click into the X value area, and the entire value is selected. Perfect; I press 3.14 (or whatever) and done. Now I click into the Z value area, and ... Nope. Nothing selected. I need to clear out the value by hand. which is problematic since the left/right keys don't work; they move the scene view (which also wasn't the case for the X field).

Note!!!!!! If I first click in Z, everything gets selected, but then X doesn't work. Seems to only affect the second and later field I click in. Strange.

z axis is swapped for y in curves mode

SamTotman 1 month ago 0

I was making a walking animation, so i followed a former question here on how to set all key frames of the z axis to 0 so it walks in place.

I noticed that in curves the z front axis is being used as the y axis as blender.

Is there an option that changes it to unity default layout or is how the plugin has been set? 

If it is how it has been set will there be a fix for this, its counter intuitive.


Loop animations changes rotation or position over time

Anonymous 1 month ago updated by SamTotman 4 weeks ago 2

I have a walk animation that walks forward, the problem is when loop is enabled after a few seconds like 10 to 20 seconds it starts changing rotation or position over time. 

The first and last key frames match on either transforms.

Plays ok for those first seconds then starts moving up or rotating at either axis x, y or z. Seams random the course it takes.

How could i prevent that

SamTotman 4 weeks ago

Hi thanks for the quick reply, there is no layers for this animation yet, i've redone it all again, copied the first and pasted on the last again and now its working. 

Thanks anyway, you can delete this post if you'd like, it's not giving the option to do so myself. 


Importing humanoid Mocap with object

Adrian Taylor 1 month ago updated by Peter - Soxware Developer 1 month ago 1

Hi there,

I have a humanoid Mocap animation that I'd like to edit in Umotion but I'm not sure of the correct way to configure the character. The animation contains a traditional humanoid skeleton as well as a seperate object (in my case the object is a tennis racket) 

The animation is an FBX file and has a heirachy:

What do I need to do to get this working in Umotion, and to save the editded animation so that it can be played back on other humanoid characters?

Image 1413


Hi Adrian,
thank you very much for your support request. Here is a quick step by step guide:

  1. Drag and drop the fbx file (from Unity's Project window) into a Unity scene.
  2. Open UMotion's Clip Editor and Pose Editor
  3. In the UMotion Clip Editor, click on File --> New Project --> Humanoid
  4. Drag and drop the character from Unity's Hierarchy window into the UMotion Pose Editor's top most field
  5. Import the animations you want to edit by clicking on File --> Import Clips in the Clip Editor
  6. When done animating, click on "Export Clip". If you want to export directly into the FBX file, make sure to adjust the Export Settings accordingly.

Follow-up information:

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

Best regards,


    A way to export the animation at a specific frame to Maya/Blender?

    skinwalker 1 month ago updated by Peter - Soxware Developer 1 month ago 1


    I'm wondering if there's a way to somehow bake a humanoid character's bone transform at let's say frame 25 and export that result to maya or blender (including the mesh). i don't need it to be animated just the pose itself, since in unity humanoid rig i'm not getting the exact match and will be very useful to actually see in maya how my character is posed after the unity humanoid setup.

    Best Regards!


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

    You can just export the animation into the FBX file of your character using the "Update Existing File" mode. This preserves the mesh. If you only want to export frame 25, you can delete all other frames from the animation (or just select frame 25 in Maya).

    Another possible way would be to have frame 25 selected in UMotion. Then click on the arrow next to the "Clear" button in the pose editor and select "Clear - Keep scene pose". The character is then going to keep the current pose. Then use Unity's FBX Exporter package (from the package manager) to export the character as it currently is.

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

    Best regards,