
Broken - Constant Tangent Curves / Stepped Tangents
Is it possible to create and export animation curves with "Broken - Constant" tangents for use on a Mechanim Humaniod character that can make use of the Animator component?

Animation not play in same location in play mode
Hello there. Same guy that using Umotion more than a year. (which buggering you about multiple instances switching characters easyl etc)
This was same issue from the beginning and drive me crazy.
My game had lots of interactions between humanoid characters, like handshaking, kissing, hugging etc.
So postioning them is importand. I generate lots of umotion animations with two key frames long.
Anyway, I made the poses animations bake it. etiher of Root Transfer Rotation (all tree of them) was ticked or baked directy (with new verison).
In old forum you say that is a Unity bug and should have fixed in 2018.3 or something. Now I'm using unity 2018.4 and 19.02p
In old times, skewing was large margin, let say 10 cm or more, in latest versions it drops to probably 2cm or something like that. But still there.
And drives me crazy. Everything is ok on timeline or scene windiow.After baking then I press to play, animation position is not exact same point as editing time.
Is there any explanation, Any

When you are using humanoid, small differences are expected. This is just in the "lossy" nature of how the humanoid re-targeting engine works. The humanoid animation system is designed to share the same animation between multiple characters and make it look approximately the same. It will never look exactly like the source animation. I highly recommend checking out this Unity blog post about how humanoid works under the hood: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
When you create an animation in UMotion, it is always previewed precisely as it is. But as soon as you export it to humanoid, the animation is converted into the normalized muscle space which adds imperfections too it (at the benefit of being able to share the animation with other characters configured as humanoid).
If you aim for perfect precise results, you need to configure your characters as "generic" (but you are not able to use the same animation on multiple characters anymore except if they use precisely the same skeleton). You can convert your existing UMotion projects to generic by creating a new project (of type generic), assign the generic version of your character to the Pose Editor and then import the animations directly from the humanoid umotion project.
Let me know if you have any further questions.
Best regards,
Peter

Hi,
thank you very much for your support request.
Select all keys in the Dopesheet window (CTRL + A when the window has focus), then use the blue bars that appear next to your last keys to scale the whole animation. Moving the bar to the left will increase the animation speed, moving the bar to the right will decrease the animation speed.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Playback on Clip Editor and the exported animation do not match.
Playback on Clip Editor and the exported animation do not match.
Clip Editor:
Exported animation:
Please pay attention to the left hand.
In Clip Editor, the hand holds the grip,
In the exported animation, the position of the grip is wrong.
Upload the project repository to GitHub.
https://github.com/MatchaChoco010/UMotionProReport
I hope this report will help you develop UMotion Pro.

Hi,
thank you very much for reaching out.
I've taken a look at your repo project. What you experience is just a side-effect of the "lossy" nature of the humanoid animation system. In UMotion, when you create a humanoid animation you actually create a regular (i.e. like what Unity calls "generic") animation (just like you would in Blender, etc.). Then when you export your animation, Unity converts the animation to the "lossy" humanoid animation format. Humanoid by it's nature will introduce small pose errors on each bone. Your weapon is parented to the shoulder and thus the error of the shoulder bone causes the weapon to get slightly differently orientated. Thus the weapon handles are not in the same place anymore thus also the hands seem misaligned.
For this situation, the humanoid animation system has a built-in IK mode that will correct position error of the hands by applying an IK pass (please see blog post linked below). I think if you would parent your gun to the right hand instead of the shoulder, you would get much better results.
It's really important to understand what humanoid does under the hood when working with it as it can introduce lots of problems like these: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
Humanoid only has benefits when you want to share the same animation with various characters. In all the other cases it introduces more harm than good (more CPU consumption, less flexibility, visible errors in the animation). I think in your case it might be the easiest solution to just switch to generic (instead of humanoid). That would mean that you get always precisely the animation that you created without any re-targeting errors. If you use mocap animations (for walking etc.) on your character you need to convert them to generic too.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Imported Animation Eye Problem - Baked Root Trasform Rotation / position etch
Hello,
I'm using Umotion probably more than a year.
I'm collection various poses and animations processing with umotion and use them for reference then use in my game.
Anyway after 19 update I'm starting face with eyes problem. in most time just one eye how ever time to time I found two eyes (in female characters of Daz) rotation was skewed. I have to correcy by hand.
I believe it was about baked Root Transform Rotation

Oculus Hands In U Motion
I wanted to ask if you can use Oculus hands in Umotion. Because I imported them and a cube appeared to me, not a normal hand. Maybe there is a solution to this problem

Multiple Instances of Umotion
Hello,
As I say I'm working on a VN project, I had lots of human interactions. When I create scenes I have to jump between files and characters,
If multiple instances are wailable it will be perfect for me. (yes I know there where Animation sync support but it was not use for me)
I have to quick switch between animations and characters to update minor details, Like hand shaking, hugging and or other kind of human to human iteraction.
My best Regards

Hi,
thank you very much for posting your idea. I really appreciate that.
Multiple simultaneous UMotion instances is rather complicated to do implementation wise. I completely agree that it would be really useful and I already have that on my "ideas for the future" list, but I currently can't promise if and when such a feature is going to be implemented.
Best regards,
Peter

Animation asset gallery manager.
Hello. I'm using Umotion more than a year and using Pro from may.
I'm working a VN, which has Animation stilss (2 frame animations, lots of it).
And I'm creating two or more people interactions. So I have to look my pose assets and find a good one.
Sure Unity gives an opiton. And it does not support current character and it alwas stay his camera view in preview.
Add on for umotion and or seperate project will be better for catalogging pose files will helpful.

Hi,
thank you very much for sharing your idea. That means a lot to me.
I've added your idea to my internal "ideas for the future" list.
Best regards,
Peter

Crash On script Update
Hello, I found interesting crash situation.
I'm using rider for c# editing. Follwing scenario will crash umotion.
Go umotion, try to import animation and or open a u motion dialogue box left it open, go script edit. change script update.
Umotion will crash.
Not big deal

Animation is seen in animation window of Unity but not playing in game
Hi,
Animation is seen in animation window of Unity and preview window of Unity, but not playing in game, what can be wrong with it?
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