
How to add a root position offset to humanoid anmation
Hi,
I bought a pack from the asset store with a few fighting animations but the problem is both characters are at 0,0,0. The one who is getting kicked must have some offset for example on the Z axis 1.5. I don't want to do this through code but rather have it built into the animation as it should be. Can I do this with uMotion?
Thanks!

Hi,
thank you very much for your support request.
You can do this in UMotion by offsetting the hips (in an additive layer), but you can also do it via the animation's inspector. There is an offset field there as well.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

My idle animation differs from what I saw in Clip Editor when using in Animation Controller
Clip Editor
Runtime
In the screenshots you can see I have a different outcome when using the Clip Editor and finally using the saved animation in the Animation Controller of my actor. The legs are slighty shifted inwards and I can not locate the source of the problem.
Can someone point out what I might've missed out?

Hi,
thank you very much for your support request.
Theses subtle differences are introduced by the nature of the humanoid animation system. The humanoid animation system is a system designed to allow sharing animations between different characters (something that a regular animation system can't do). This is achieved by "normalizing" an input animation in a more generalized format which is then applied to the humanoid actor. This process is called "animation re-targeting" and this conversion is a "lossy" process, meaning that it introduces small inaccuracies. So it trades the flexibility that you could for example use the same animation you crafted for your "brick guardian" on "robot kyle" or any other character configured as humanoid, with the loss of accuracy.
I recommend reading this blog post to learn more how humanoid works: https://blog.unity.com/engine-platform/mecanim-humanoids
In my personal opinion, the differences in your screenshots are so minimal, that I had to put them next to each other to even see it. So you could probably just live with it and players won't ever notice. If you really want 100% accuracy (and don't need to share the animation between characters), simply re-configure your character from humanoid to generic. Generic plays the animation as it is, without any conversion steps.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

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
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