
[Feature request] Animation curves smoothing
Hi,
I'd like to propose a new feature - animation curve smoothing. It would be great to have something similar to Blender's "Smooth Keys" option found in the Curve Editor. It is extremely useful while working with motion capture data. I am actually using UMotion to work with data captured in Unity Editor a lot. In such case one needs to export the animation to FBX, import it to a chosen 3D package, smooth the motion and then re-import to UMotion again. It's certainly doable, but animation smoothing in UMotion would be a great addition and a huge time saver. It would be great if one could smooth out selected animation keys both in Dope Sheet and Curves view. The smoothing should be incremental - ideally accessible with a hot key combination.

Hey,
thanks for posting your feature request. I've added that idea to my internal "ideas for the future" list.
Best regards,
Peter

Mega IK handle sizes if Canvas parented.
If under root u have canvas parented Umotion will display IK handles in like 100x scale, also when setuping IK the character front gizmo is also mega sized. Didnt try in minimum repro project but its consistent in mine (which is rather large). Fix was to turn off canvas and it works fine.

Umotion crashes unity frequencly
Umotion causes unity crash while I am animating. Especially when saving the project. Without umotion editor there is no problem in unity but when I started to use umotion it crashes unity frequencly.

Hi,
thanks for your patience.
I was looking into the editor log file and did various tests with UMotion 1.19p02 in Unity 2019.1.8f1. Unfortunately I haven't been able to reproduce a crash and the editor log also didn't contain any helping information about the crash.
Please continue taking an eye on this issue and maybe try to find a way to reproduce this crash on your system. You might also try updating to a newer Unity version as it might be possible that the crash is coming from a bug in the Unity API (the managed C# code of UMotion itself shouldn't be able to crash Unity in theory, but calls to native code like the Unity API can).
Best regards,
Peter

Applying rotation to all keys of a bone?
Hi, I got Umotion Pro in order to modify animations to better fit the bone space of different characters. I'm wondering if it's possible to modify every keyframe of a bone with a relative rotation all at once.Similar to how mixamo animations often have the "character arm space" slider.

Hi,
thank you very much for your support request.
Sure, create a new animation layer of type additive. Keys in that layer are added on top of the original animation. Use multiple keys on different frames to add different offsets. Click on the black info button shown in the animation layer UI to open the manual for further information.
If your rotation is using euler interpolation, you could use the curves view to manipulate the rotation of multiple key at once.
Please let me know if you have any follow up questions.
Best regards,
Peter

IK setup - Changing the length of the IK
Hey,
I have recently purchased the pro version and I love it. I want to IK pin the hands to some prison bars, but the pinning moves. I think it would work better if the shoulders are also in the IK setup not just the hands and arms? And advice or ways to make sure the hands pin to the exact location and dont move at all?
Thanks
Will

Hi,
thank you very much for your support request.
If you ticked the pinned checkbox of your IK Target in the channels view and created a key for it, the IK target will keep it's position from that frame on. Please check out the IK Pinning video tutorial for further information: UMotion - IK Pinning
Yes increasing the chain lenght is possible (in Config Mode): UMotion Pro - Inverse Kinematics
But usually adding the shoulder bone to the arm IK chain is not what you want (solver results are less predictable and won't look good in sine cases).
Please let me know if you have any follow up questions.
Best regards,
Peterr

Old topic archive
Hello,
is there any archive from previous forum contents? i tried to find an answer but they refer to deleted page.
Thanks

Hi,
thank you very much for your support request.
I'm sorry there is currently no public archive of the old support forum. If you send me the link, I can send you the answer (when I'm back in the office on August 28th).
Best regards,
Peter

Dear giug72,
thank you very much for your support request.
UMotion's main focus is to add professional animation editing to Unity. While you can use UMotion to add new bones to a character for the purpose of creating complex control rigs useful while animating, it's not possible to skin bones (= assigning vertices to them).
Rigging and skinning is something that I recommend doing in a 3D modeling application or in services like Mixamo. Mixamo is a free web service that automatically performs rigging and skinning for human like characters. As rigging/skinning is a task very independent from the rest of your game, it makes perfectly sense to do this in an external application (and is common practice).
Please let me know if you have any follow-up questions.
Best regards,
Peter

Custom properies not allow convert all keys?

Hello dear Soxware team! I have question:
I really like new feature that allow you to make list shorter, but I get one problem.
When I setup custom properties to almost all bones to Nothing (Except Spine,Spine2,Head, IK of hands and Legs) to make my list shorter and easy more easy to animate, after export to Anim file I have only that keys that i'm animate in that short list.
I was think like it will convert IK to bones with properties (Nothing)...
There any way to fix that or I must use properties (Rotation) to solve that and make my list bigger =( ?

Hi Vilaskis,
thank you very much for your support request.
All properties that should be exported to the final animation need to be enabled (in Config Mode). That means that you have to enable the rotation properties of all your bones.
Please let me know if you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho