How to split root motion animation on different clips start/loop/end?
Hi. I am trying to make a root motion animation like drinking from a
sink. When I make the full animation inside the UMotion editor all works fine, but when I split this animation on different animation clips (start/loop/end) my root motion not synchronized inside the Unity animator (Mechanim). So the question is, how to trim/split Umotion animation properly?

.
I found a solution! for my issue these option was a solution.

Bone rotation gizmo displays as Global orientation when selecting multiple bones
Hi, I'm running into an issue when I try to rotate multiple bones along their local axis and I'm not sure if it's a bug or working as intended. See the following video:
2026-06-04 17-44-05.mp4
As shown in the video, I can rotate the bones along their local X-Axis when I select them one at a time. But when I select multiple bones, the rotation gizmo seems to lock itself into the global orientation even though the editor UI still says Local.
I am pretty sure this is not an issue caused by the rig itself because I can rotate all of the finger bones along their local X-Axis in the Unity editor while NOT working on a UMotion Project, and the same is reflected in the Blender file.
Expected Behavior:
- Rotation gizmo should match the local rotation axis of the selected bones when they have the same orientation.
Extra Context:
- My model is setup as a Generic rig rather than a Humanoid.
Hi,
thank you very much for your support request.
Unfortunately, the special case of "multiple selected objects share the same local rotation axis" is something that is currently not implemented in the rotation tool. UMotion always defaults to "global" rotation mode on multi-selection.
Best regards,
Peter
Import Clips - Try Convert To Progressive won't turn off
When I set up the import of a clip, I turn off Try Convert To Progressive so that all rotations are in Euler, but I still get Progressive rotations.

Hi Jekel,
thank you very much for your bug report.
I agree that the naming of this option is a bit misleading. What this option does is that when you import a generic animation and it has quaternion animation curves, it will try to convert them to progressive (if the conversion is lossless).
You are probably importing a humanoid animation which rotation curves are always imported using progressive as default. The good new is, you can later convert it to euler by selecting a all properties (select the first one, scroll to the bottom, hold shift while clicking the last one). Then right click on one of them:

Please let me know in case you have any follow-up questions.
Best regards,
Peter
Unable to rename / edit name of custom property
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.
Import fbx embedded animation into UMotion Pro
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?
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
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?

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:

Pose-> Sample Bind Pose result:

Pose -> Enforce T-pose result:

I'm mainly concerned that the reference pose (for animating) is a T-Pose and not the idling pose.
How to set FK/IK Blend by code (UMotion API)
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}");
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
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?

Increaseing chain length
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.


How to use FK and IK at the same time
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.
Customer support service by UserEcho