
Wanna be able to completely 'mirror-flip' an existing humanoid pose's transforms
First off, I have to say uMotion has been an absolute godsend for me, as it makes doing basic static humanoid poses so much easier than doing it manually.
Now that I have uMotion Pro, I've been wanting to edit some old existing poses (which are 'lay down ground on its side' poses). I want to be able to rotate it 180* on its Z-axis and then mirror-flip all the transforms to fit. Essentially, say for the arms/legs, it would take the Left bone transforms and then flip them with the Right bone transforms.
Better example:
Left leg: 324.3412
Right leg: 64.414
-After flipping-
Left leg: 64.414
Right leg: 324.3412
Is this possible? It would save me so much effort, especially when it comes to the Hips/Spine/Chest/Head which would not be easy to 'manually' flip the transforms over by writing them down.

Hi BenieTheDragon,
thank you very much for your support request and thanks for the kind words.
You can flip the animation directly in Unity (if the animation is of type humanoid). Simply select the *.anim file and then in the inspector make a tick mark at the "Mirror" checkbox. You can then import the mirrored animation into UMotion for further editing if you want/need.
Inside UMotion, you can only mirror bones that have a bone on the other side (e.g. left/right arm) but you can't mirror single bones like spine etc. Here is a video tutorial about how this works: https://www.soxware.com/umotion-manual/Lesson9.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Bone performs 360 rotation when transitioning back to idle
I tried everything I can think of. Copying the keyframes from the idle animation to the attack recovery animation. Or just outright removing all rotation keyframes from that bone in the attack animations. It'll always do the 360.


Hi,
thank you very much for your support request. Instead of having two key frames that are far apart (rotation wise), add an additional key frame in the middle (with the correct rotation it should have at that point). The animation always takes the shorts rotation path between two key frames.
Please let me know in case you have any follow-up questions.
PS: In case you are using Euler rotation interpolation mode, also make sure to check out the curves view. It clearly illustrates how and why it performs which rotation.
Best regards,
Peter

humanoid characters can throw weapons?
안녕하세요.
인간형 캐릭터가 무기를 던질 수 있는지 궁금해서 질문드립니다.
휴머노이드의 일반 개체를 활성화하기 위해 무기 개체를 엉덩이 뼈 아래에 배치했습니다. 이 경우 문제는 캐릭터의 엉덩이 뼈가 움직일 때마다 무기도 함께 움직인다는 것입니다.
또한 손 뼈 아래에 무기를 배치하더라도 무기가 손, 팔, 어깨 뼈를 따라 움직이기 때문에 독립형 애니메이션을 만드는 것이 불가능합니다.
캐릭터가 무기를 던지고 다시 잡는 애니메이션이 유모션에서만 가능한지, 휴머노이드가 아닌 제네릭에서만 가능한지 자세한 내용이 궁금합니다.
도와주세요

Hi,
thank you very much for your support request.
An animation file can only animate objects that are children of the animation/animator component. In other words, it's like you said. An animation alone can't get this job done, you need to use a combination of an animation and scripting. Make an animation that performs the throwing animation. Then at the right frame, trigger an animation event (so that your script knows that it needs to throw the weapon). Then in the script, spawn a new weapon GameObject at the position of the weapon of the animation. Hide the weapon of the animation (by setting MeshRenderer.enable = false;) and apply a force to the newly created weapon.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Editing the hierachy of a GameObject that is currently used as UMotion preview object is not allowed.
Hi dev, im having a problem with umotion with Unity 2022.3 LTS, ive updated to the latest version and the warning as stated above shown.
Thanks

Hi,
thank you very much for your support request.
You're not allowed to edit something on the hierarchy of a GameObject that is currently assigned to the UMotion Pose editor. Simply click on "Clear" in the pose editor to release the GameObject.
Also make sure that your UMotion version is the latest version you can get from the asset store. Older UMotion versions might not be compatible with newer Unity versions.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Animator Mask doesn't animate prefab weapons
Hi!
I have a Player prefab, I animate it using Umotion, and in this prefab there is a weapon that is not in the bones, it is attached to the bones separately in the prefab.
When I want to separate the hands in Animator using Avatar Mask, where this weapon is attached, the animation works, but the separate weapon which is also animated, the animation doesn't work.
On a normal layer everything works fine, but when I want to do it on another layer the animation of the particular weapon doesn't work.
Most likely the problem is that Mask is limited on the bones, but I don't know how to solve this problem.

Hi,
thank you very much for your support request.
You might need to add the weapons transforms to the avatar mask. Sound's like it's more a problem you are having with Unity's Animator system than with UMotion. You might get better results asking this on Unity's official animation forum: https://forum.unity.com/forums/animation.52/
Best regards,
Peter

Button to refresh pose after prefab changes
Thanks for helping me with a previous issue: https://support.soxware.com/communities/1/topics/1364-umotion-doesnt-reflect-latest-prefab-changes
The solution works but requires several clicks and scrolling to find the corresponding buttons. Please add a single button in Pose Mode to quickly apply scene pose to all and save reference pose, that would allow faster iterations.

Hi,
thank you very much for sharing your idea. I've added your idea to my collection of ideas which I use when planning upcoming updates.
Best regards,
Peter

How to quickly configure umotion project with script
I want to control some IK related properties of Final IK in umotion, but there are too many of them. It would be tedious to manually configure Custom Properties one by one. I hope I could automatically configure them with scripts or some other convenient methods to configure or to animate script fields.

Hi Enkianssus,
thank you very much for your support request.
Unfortunately, UMotion's scripting API currently does not provide methods to automate the setup of custom property constraints via script.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

UMotion doesn't reflect latest prefab changes
I close my UMotion project, enter in a prefab's editor and change child's transform properties, exit the prefab, open UMotion project again and the child has the correct changes, but then I set the pose editor gameobject and make sure that child has no keys, but UMotion keeps showing the child without the latest changes. If I export the clip and run the scene, the prefab child is correct. How to tell UMotion to refresh the latest prefab changes? Restarted UMotion windows and Unity to no avail.

Recreate blendshape config
Hi, I have a model with 200+ BlendShapes and found the overall setup rather confusing and I think I lost some of my work. This is what i did:
- Created project and added model
- UMotion asked me what kind of blendshape setup I like, I chose "custom controller"
- Then I proceeded to animate my blendshapes happily
- However, when wanting to export the animation, a bunch of warnings surfaced, telling me that the blend shapes are not being setup correctly (not much details were given, just that).
- Then, playing around with the pose config, I accidentally deleted the custom controller that the config created upon project creation.
- After doing this, I figured that the issue could come from the constraints configuration, but now I've deleted them and I have no idea how to add them back. There's no option to do it.
- Now, i'm (1) unable to recreate the custom controller without losing work? (2) unable to fix the strange export issue.
Any ideas on (1) and (2)?
Thanks for the support.

Hi,
thank you very much for your support request.
Blend shapes are controlled via custom property constraints in "Component Property" mode: https://www.soxware.com/umotion-manual/CustomProperty.html#ComponentProperty
Automatically adding them unfortunately currently only works when creating the UMotion Project. There is currently no button to re-create them later.
If you accidentally removed the custom controller with the blend shapes assigned, you could try to restore some of the automatic back-ups UMotion created of your project file. Here is how the backup functionality works: https://www.soxware.com/umotion-manual/MenuBarFile.html (see "Restore From Backup").
Additionally I also highly recommend using a version control system (like GIT,...) to keep track of your changes and always have the possibility to roll-back in case something was accidentally messed up.
Regarding the warning you got during export, not sure exactly what this was. Please try to restore your project with the methods mentioned above and if you can reproduce the warning, please show me a screenshot so that I can further assist you.
Best regards,
Peter

Scale curves
Hi,
I think this is a bug. I can't seem to scale keyframes. Please see video: https://gyazo.com/3614ba87ea74ffef9ad499c90b1354d2
Thanks, Jake

Hi Jake,
thanks for your support request. To show/hide individual channels (X, Y, Z), you need to click on the eye icon. The eye icon isn't visible in your case because you need to scroll to the right (in the animated properties list).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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