Answered

The character falls forward.

umotionuser 1 year ago updated 1 year ago 1

F00
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.

Image 1381

Answer
umotionuser 1 year ago
It works when I use 'Convert to Game Base' in Character Creator. Problem solved.
Answered

Animation Root looks different in Animation Preview window

Anonymous 1 year ago updated by Peter - Soxware Developer 1 year ago 7

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.

Answer

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:

  1. 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.
  2. 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:
  3. 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.
  4. 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

Answered

Copy a pose

kloogens 1 year ago updated by Peter - Soxware Developer 1 year ago 1

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.

Answered

Force enable gameobject in heirarchy?

Xenos 1 year ago updated by Peter - Soxware Developer 1 year ago 3

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.

Image 1370

Answer

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

Answered

I can't Apply key for rotation

waleed101994 1 year ago updated by Peter - Soxware Developer 1 year ago 1

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. 

Answer

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

Answered

some UI twerks

4f00d 1 year ago updated by Peter - Soxware Developer 1 year ago 3

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

Image 1361

Image 1363

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.. 

Image 1364

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)

Image 1365

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

Answer

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:

Image 1367

Image 1368

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

Answered

Position item not saved

HerQles 1 year ago updated 1 year ago 6

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?

Image 1350

Answer

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

Answered

pose library use

Antonio Flores 1 year ago updated by Peter - Soxware Developer 1 year ago 1

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?

Answer

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

Answered

Umotion Animation and Timeline Animation Shift

Mümin Çentez 1 year ago updated by Peter - Soxware Developer 1 year ago 1

Hello there,

I started using umotion and it is a good asset. However I have trouble using this asset in my timeline. In timeline I have 2 humanoid characters and their animations are recorded by motion capture system.

I have imported and created the project for both animations and generate it in the timeline. However when I edit the motion in umotion and export the animation there will be a shift in the position of the characters.

I tryone of the characters arm to hold and follow the other character's arms. 

I managed to sync with timeline and edit the humanoid in umotion animation. While the project is open everything is perfect when I export to timeline the animation shifts on the sideways.

I nearly tried every option inside the editor however I do not manage to overcome this position shift. Do you have any idea?

Answer

Hi Mümin,
thank you very much for your support request.

Here is a list of settings that influence the position offset in Unity Timeline:

  1. Root motion settings that are shown in the inspector when you have the *.anim file selected. Using "Bake Into Pose" might help.
  2. There is a "Track Offset" property for each animation track in Unity Timeline
  3. There is a "Clip Offset" property for each animation clip in Unity Timeline

Having scaling applied on some of the child-transforms of your character can also cause some weird positional offsets. Make sure to only scale the root of the character.

Please let me know in case you need any further help.


Best regards,
Peter

Answered

jump and rotate 45 in the air

kloogens 1 year ago updated by Peter - Soxware Developer 1 year ago 3

I completed the tutorial where you fix the jump animation.

I removed the forward motion from the animation so the character jumps straight up and down.

All I want to do is rotate the character 45 degrees while in the air around the Y-axis.

While that sounds easy, I've spent all day trying to get it right and I can't no matter what combination I try.

 The rotation influences the Z and X axis as well (not in the inspector though it works as expected rotating on global y).   I can be in Euler rotation, quaternion progressive, local, global, absolute, or relative, it doesn't matter the output is always the same, the character rocks back and forth on both the x and z axis after it lands until it settles back down into the same pose as the first frame.

I have no idea what is going on.

Please help.



Answer

Hi kloogens,

thank you very much for your support request.

In order to rotate a character around the y axis make sure that your "Pivot Mode" in the Pose Editor is set to "Global". Then select the hips bone and rotate it using the green circle of the rotation gizmo. If you want your character to turn from e.g. frame 5 to frame 10 make sure that you have a key with the initial rotation at frame 5 and a key with the final 45° rotation at frame 10. Remove any rotation keys of the hips bone that are in between.


Please let me know in case you have any follow-up questions.


Best regards,
Peter