
I pressed the 'show' button in 'Properties', but it is not activated.
It is being used in a humanoid setting.
I tried to implement 'Child-Of Constraint', but an error message appears.
How can I activate the 'show' button?
I would appreciate it if you could tell me the solution.

Hi,
thank you very much for your support request.
As the error message you are getting suggests, the cube needs to be a child of a humanoid bone. In your case, make the cube a child of the "Pelvis" bone (which is the first humanoid bone of your character, you can see this by the human-icon next to "Pelvis").
In order to change the hierarchy:
- Click on "Clear" in the UMotion Pose editor to unlock your character.
- In the Unity's Hierarchy window, drag and drop the cube into the "pelvis".
- Re-assign your character to the UMotion Pose Editor. Confirm the dialog that says that UMotion found a new transform (the cube).
- Go into Config Mode and click on the "Cleanup" button to remove the reference to the old location of the cube.
- Select the "Cube" and set "Visibility" To "Show" in the "Properties" tab.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Implement Keyframing Functionality for Overwrite Layer (Blend Weights)
Dear Peter,
I'd love to suggest this feature for your outstanding software - as you already have made overwrite blend weight possible it would be extremely useful to have this value as an entry in animated properties, so e.g. fingers, that have issues only in some parts of a long animation, can be keyed and overwritten accordingly. I think this would help out a lot of people working with mocap data! Looking forward to your reply!
All the best
Johannes

Hi Johannes,
thank you very much for your feature request. This is a commonly asked feature, though not so easy to implement from a UI standpoint. I have it on my to-do list, but can't promise yet on if and when this feature is going to land.
Best regards,
Peter

The character falls forward.
The character falls forward. And the exported animation does not work properly. I selected 'anim' as the file format. I also tried the 'FBX binary' and it pivoted correctly, but the character still fell over. I would appreciate it if you could tell me the solution. have a good day.

It works when I use 'Convert to Game Base' in Character Creator. Problem solved.

Animation Root looks different in Animation Preview window
After I edit my animation inside umotion and export it (as anim file), and go to my character, then preview the animation inside the animation window during editor/play mode, the character is slightly moved downwards, so my characters root is not the same as in the clip editor. (Inside the clip editor when importing existing animations, im converting FK to IK, if that matters). So my question is why does the animations not looks the same in the animation preview window as inside umotion clip editor? Especially the Y position? Im using Humanoid character.

Hi,
thank you very much for your support request.
There are a few settings that can affect how Unity's humanoid animation system offsets the y coordinate of the character. Here are some things you might want to check:
- Select the exported *.anim file and check these settings in the Inspector:
Based Upon should be set to "Original". Enabling Bake Into Pose also helps from time to time. - Try to let UMotion create the root motion curves for you (by default, Unity generates the root motion curves). You can enable this by clicking on the "Gear"-icon in the clip editor. Then select the "Clip" tab and check the "Generate Root Motion Curves" feature:
- Make sure that only the root (i.e. top-most) GameObject of your character is scaled. All bones between the root and the hips (inclusive) should not be scaled.
- Try to use the FBX export instead. In order for the FBX export to work correctly, you need to select the *.fbx file of your character as export destination. That way, the animation is written directly into the character's *.FBX file ensuring that the correct humanoid avatar is used for importing the animation.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Copy a pose
I've got to be doing something wrong here.
I want to copy the entire humanoid pose on the first frame of an animation clip and paste it into the last frame of the same animation clip.
Copying and pasting the pose using the Copy and Paste Pose buttons does not work the way I want
It pastes the hip, hand, and foot IK, positions in global space which makes zero sense to me.
It would be way more useful if everything but the hips was in local space so the pose is not dependent on a physical location.
Selecting just the rotations manually and copying and pasting the keys in the clip editor is extremely tedious and time-consuming, very error-prone, and impractical with a lot of animations.
Like I said I'm operating off the assumption I'm making an obvious mistake. However, I've spent a few hours on this and haven't gotten anywhere.
Your help would be appreciated.

Force enable gameobject in heirarchy?
Hey I'm trying to sync Umotion to the Animator or Timeline to be able to make a reload animation for my humanoid and a seperate animation clip for my gun (childed to the hand for animating, I have code that makes it follow the hand bone in runtime) but because the root is force disabled, Unity can't play animations on the gun because its parent is disabled.

Hi Xenos,
the Unity humanoid animation system does not allow to animate the bone named "root" in your case. That's why it is disabled. If you want to animate "root", you would need to switch from "humanoid" to "generic".
Please let me know in case you have any follow-up questions.
Best regards,
Peter

I can't Apply key for rotation
I used layers (additive). I watch the video and it looks like you pressed right click on scene view to pop-up keys menu. I use different assets with right click on scene view and I can't set the keys for rotated bone. I deleted the other asset so I can do it. but still no key menu pop-up. I read documentation and couldn't find any hints.

Hi,
thank you very much for your support request.
There is no functionality to create a key-frame by right clicking in the scene view. In order to create a key, you have to either press the "Key Selected" button in the Pose Editor or use the related shortcut. Shortcuts are displayed in the tooltip that appears when hovering the mouse over a button.
Here is the related page in the manual: https://www.soxware.com/umotion-manual/Animation.html
Btw. you can also use "Auto Key" in "Generate" mode to automatically let UMotion create keys as soon as you rotate a bone.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

some UI twerks
Hello, then trying to Edit keys it opens up the small panel, but you have to click the panel to be able to use it, like it could be already with cursor inside it. Or maybe Unity doesnt allow it, idk
The muscle groups panel is too small, and to use it properly is most likely not possible, any try to change the sliders indicator positions leads to jumping and unwanted behavior.
And no I dont want to select multiple bones in Dopesheet/Curves panel and adjust Keys one by one, it would take hours to replicate and make slight/tiny adjustment as Muscle Groups panel does(if it does properly)
What about -/+ buttons to adjust muscle groups? this way it would be possible to increase or decrease the value, cuz clicking it with mice its magic, its either gonna do what I intended or fail and next step is ctrl+z, then again fail or success, and then you need to skip frame and again the same situations repeats..
other ideas for grouping bones or at least using some sort of filtering or logical sorting? collapsing/folding group "Header"? cuz now at the TOP we have root/pelvis, we completely ignore foot, and add some fingers after it? then we place Head bones, and in the bottom the we place foot bones, bizarre sorting..(the fingers is probably the last used bones, or quickly adjustable with MuscleGroups panel, on every character the fingers will be displayed differently, no point to put too much effort trying to make fingers look perfect, but we have them at the TOP like its the most important thing)
the sorting could be as it its, but displaying every finger for most likely no reason is bad design in general
been using this asset for 2-3years, and zero UI improvements and its definitely far from perfect

Hi 4f00d,
thank you very much for your ideas for UI improvements. I've took note of all of them and am considering those suggestions for future updates.
Regarding the current sorting in the UMotion Clip Editor: The order is taken from how the bones are ordered in your character's hierarchy at the moment when it was first assigned to the UMotion Pose Editor:
So you could adjust the sibling positions of bones (do not alter the parent-child relationship!) in Unity's hierarchy window to your liking before assigning the character to the UMotion Pose Editor for the first time.
Best regards,
Peter

Position item not saved
Hi
(Translated using google translate)I have a problem with changing the position of an added item to my hand. How to add an item to the hand bone (Generic) so that its position can be changed in Umotion and this position will be saved.
In the hand bone I created an empty object (EquipmentHandR) in which the script spawns an item (PrefabV). When creating animations, everything is fine. I set the position of the item and create animations. When running an animation in runtime mode the position/rotation of the item is default without any changes made when creating the animation.
In the timeline (Clip editor) the position/rotation of the item (PrefabV) is saved.
What am I doing wrong?

Hi,
thank you very much for your support request.
If it previews correctly in UMotion the way you described it, this should indeed just work.
- Maybe a script is overwriting the position of the item?
- Are you sure you aren't playing an old/outdated version of the animation?
- Are you adding/removing said item at runtime? It might be necessary to update the internal transform cache of the animator component in this case (I think simply toggling the animator.enable) might be sufficient.
- Does the exported *.anim preview correctly when viewed using Unity's Animation window?
Please let me know in case you have any follow-up questions.
Best regards,
Peter

pose library use
I have created a list of poses that I want to use as a pose library. When I import a clip, How do I use these poses in a humanoid animation?

Hi,
thank you very much for your support request.
After importing your poses via the animation clip import, you can simply copy and paste a pose by copy and pasting all key frames at that position (you might need to ensure that there are keys for all bones at that frame because during import, UMotion removes any redundant keys).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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