
Animating visibility with UMotion?
Hello,
Is it possible to animate the visibility of an object with UMotion? Say, I have a snake model, and I want to animate its tongue. So to simulate the rapid movement of it, I want to turn it on and off with keyframes.
Is it possible? If so, could you give some tips about doing it?
Also, if it's possible, is it okay that my whole model is united in Blender? I mean, it consists of separate segments, but then I combined them into the one mesh. Is it okay or does the tongue mesh have to be separate from the main model mesh?
Also, is visibility applied to bones or mesh? I mean, I have my model rigged with bones, but if I have a model without a rig, can I animate the visibility still?
Thanks in advance!

Hi bartolomey_wong,
thank you very much for your support request.
For making body parts invisible that are not separate objects, you could probably scale the related bones to zero or move them inside of the characters body.
If it's a separate part, you could just animate the "GameObject.isActive" or the "(Skinned)MeshRenderer.enabled" property using a "Custom Property Constraint" in "Component Property" mode. More information: https://www.soxware.com/umotion-manual/CustomProperty.html#ComponentProperty
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Show Body orientation
I am working on adjusting animation to work for my "point and click" movement system. Since it is tile based I want animation (e.g. turn 180 degree) to be as exact as possible root motion wise. I find it very difficult to check in which direction the character would look since it uses the hip bone for root motion.
Is there a way to always show this blue circle / arrow seen in the IK wizard so I can get a better idea of the actual current root motion direction?

Hi,
thank you very much for your support request.
A simple solution would be to add an arrow GameObject as a child of your character's hips? You need to do this when the object is currently not assigned to the UMotion Pose Editor, otherwise UMotion won't let you alter the hierarchy of the character.
Unfortunately there is no built-in way to show such an arrow during animating.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

How do you lock the feet and bend at the knees?
I can't find a way to bend the knees where the character will bend completely like a crouch position. Even after IK Setup wizard is setup. You would think this would be the most basic thing rigged. Something must be missing? I have the Pro version.

Hi Zizzy,
thank you very much for your support request.
- Select the IK Handle of a foot
- Under the "Channels" section of the Pose Editor, set the tick mark at IK Pinning
- The foot now stays in place when you drag the hips of your character around.
For more information, please follow the IK Pinning video tutorial:
https://www.soxware.com/umotion-manual/ProLesson5.html
IK Pinning uses the Child-Of constraint under the hood. You should also watch the video tutorial of the child-of constraint, as there are some special cases you should be aware of:
https://www.soxware.com/umotion-manual/ProLesson3.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Can 2D sprite skeleton animation be supported?
Unity’s 2D skeleton system has been launched for many years. Will you develop a plugin for 2D skeleton animation?

Hi shirley,
thank you very much for your support request.
With UMotion, you can animate anything that's represented as a transform in the hierarchy of your game object. So if the 2D animation package represents all the bones as separate transforms, it should already be possible. You could try this even with the UMotion Community version.
There is currently no more sophisticated 2D version of UMotion planned though.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Trying to edit weapon pose animations and nothing makes sense.
I don't understand what I'm doing, let along what I'm doing wrong. I really don't even know what questions to ask.
I made a new umotion project, went through the IK config wizard, imported my animations that I'm trying to adjust but I can't actually pose anything. I was able to successfully do the umotion tutorials so I think I understand how the plugin works, but nothing is working as soon as I try to do my own thing.
The IK bones also don't seem right. I can't move or scale anything, etc.

Hi P J,
thank you very much for your support request.
Currently your skinned mesh is following the FK rig (the grey bones). If you want it to follow the IK bones (dark blue), you need to select the IK Handle (i.e. the blue wire cube at the feet/hands) and set "FK/IK Blend" to 1.
More information on IK can be found in the related IK video tutorial: https://www.soxware.com/umotion-manual/ProLesson2.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Disable cube gizmo
How can i disable these cubes? I tried looking under gizmos but i cant find anything (if that even is a gizmo)

Hi Mark,
thank you very much for your support request. You can change the appearance of bones/transforms in Config mode of the Pose Editor.
More information: https://www.soxware.com/umotion-manual/Configuration.html#Properties
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Translate position using keyboard
Are there keyboard shortcuts to translate the position of the selected node (the pelvis, or root node, in my case)? I want to move it gradually in the X and Z axis.
I am zoomed in very close to the model, such that the red/green/blue translation arrows are not currently visible. I have to keep zooming out in order to grab them with the mouse.

Hi Kennard,
thank you very much for your support request.
Unfortunately, such a feature does not exist. But I've noted your idea on my "ideas for the future" list.
Please let me know in case there is anything else I can help you with.
Best regards,
Peter

Can't change animation event type
On Unity 2023.2.15f1 with UMotion v1.29p03 I am no longer able to change the value of the Type combo from Void to any other value. The moment I click on the Type combo, the event modal disappears. This is completely killing my workflow as I always define events within UMotion instead of on the exported .anim clip because: a. it ensures I don't accidentally overwrite my events the next time I export the clip and b. it is almost always necessary to scrub the timeline while looking at the animated character to decide where to place events.
Just before I click on the Type combo:
After I click on the Type combo the combo options remain but the event modal disappears. If I click any of these options they do not get applied to the event, it is stuck with Void selected indefintiely:

Hi Aly,
thank you very much for your support request. Unfortunately, this is not possible. UMotion can only be used during edit-time (or while play mode is paused).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Importing Humanoid animation into uMotion or Unity creates worse result than keeping it Generic (on the same character)
Hi,
I'm making fighting and wrestling animations between 2 characters in Maya.
I tried making 2 humanoid animations and designed specifically for the characters, I even created a mask and turned all the non-humanoid bones on, but still during certain moves I will see the hand of one clipping into the other (the issue isn't present in Maya nor when I use Generic setup on the same characters). I used Keyframe reduction set to off.
Importing them into uMotion I turned on hand and foot IK, used the other default settings and when I exported .anim files still the characters have the same issues clipping fingers / arms and sometimes other problems.
Do you know what might be causing this? How do I get the humanoid animations to be 1:1 the same as Generic when I retarget it on literally the same characters it was designed for.

Hi,
thank you very much for your support request.
How do I get the humanoid animations to be 1:1 the same as Generic when I retarget it on literally the same characters it was designed for.
The main situation in which to use humanoid is if you don't care of the animation not being played 1:1 as authored because you want to share that animation on lots of different characters (where the animation can't be precisely mapped anyway due to different body proportions etc.). So I would highly recommend sticking with generic in your case.
Even if you play a humanoid animation on the same character you originally authored the animation for, the animation is passed through the entire re-targeting pipeline so there is always a loss of quality/precision.
Best regards,
Peter
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