How could I make the same adjustment/rotation for every keyframe?
Hey everyone. I'm attempting to use UMotion to fix some character 8-directional strafing animations. So, for example, I have a "walk forward" animation, that I want to turn into a "walk forward-left" animation or "walk 45 degrees left." So, I used Unity's built in animation settings in the inspector to rotate the entire animation 45 degrees to the left. Then, in UMotion, I'm trying to rotate only the torso and everything upwards 45 degrees back to the right. I can do this with the Muscle group sliders, but only for one keyframe at a time. Or, select one of the torso bones, and rotate it... but again, only one keyframe at a time. Because the muscle group slider is only a drag slider (not on the number precise) I can't copy and paste from one keyframe to the next. Does this make sense, what I'm attempting to do? And does anyone know a good work around for this?
PS: I think this type of thing (creating a 45 degree, walk left-forward, animation from a basic walk forward animation, would make a very useful video tutorial for other users.)
Hi,
thank you very much for your support request.
What you are looking for is called an additive animation layer. Simply create a new additive layer, and on frame 0 key the desired changes. These changes are then applied for the rest of the animation (or until you create a new additive key).
Here is a related video tutorial to how additive animation layers work: https://www.soxware.com/umotion-manual/InPractice2.html
Please let me know in case you have nay follow-up questions.
Best regards,
Peter
Use the vanilla Unity foot IK in Umotion
I have some mocap animations that only looks good when the Foot IK is toggled in Unity. And when I import the animation to Umiton it doesn't have the Foot IK active.
Foot IK Active
Foot IK not active
Animation in Umotion
My problem is that I don't know how to replicate this in Umotion. I'm have this activated but it doesn't seem to help.
I'm still pretty noob in Umotion, so I'm not sure if there's any way of doing this automatically as Unity does, or if there's some settings I have to use.
I've been trying with Umotion's IK system but I haven't been able to get the same result.
Thank you.
Hi,
thank you very much for your support request.
If you have enabled the "Animator Foot IK" toggle in UMotion, then it should indeed import the animation with the affect of Unity's Foot IK baked into the animation. Please note that this does not automatically activate UMotion's built in IK for the feet.
Please try to update to the latest UMotion version from the asset store (V1.29p01 at the time of writing) and also try to create a fresh UMotion project and re-import your animation to see if this makes any difference. If the problem is still present, may I ask you to send me a Unity package that contains just your character (without textures if you want) and the animation you are trying to import, so that I can reproduce your exact situation? You can send this to me in private via the email support form.
Thank you very much.
Best regards,
Peter
Some questions regarding UMotion Pros purpose and functionalities.
I have a few questions regarding some of UMotions features in comparison to animating in external software.
1)Is using Umotion to create animations from scratch a good idea? What is the purpose of Umotion besides cutting out the process of exporting the animation from an animation software into the game and then testing it there?
2)Is Umotion mainly used to tweak animations rather than create them? The issue I feel is that by importing the animations from another software you are losing all the IK and modifiers from it, therefore the tweaks must not be drastic.
Some issues I'm having and wondering how I can speed up this process.Is it possible to somehow test the animations at runtime? I have certain VFX and sounds which occur when the animation is triggered as well as physics for hair and clothes. Is there some way to simulate that during editing?
The last question I have is if the previous request isn't possible. How would I be able to quickly resume to editing after testing the animation at runtime? Having to create, export the animation under the same name, test it during runtime, and then having to drag the root object into the pose editor can someones get very tedious. I was wondering if there is any way to cut out some of these steps.
Thank you!
Hi,
thank you very much for your support request.
1)Is using Umotion to create animations from scratch a good idea?
Sure, why not? I mean, that's totally up to you to decide :-)
What is the purpose of Umotion besides cutting out the process of exporting the animation from an animation software into the game and then testing it there?
It makes Unity a one stop shop. No need for different software for different tasks. Usually reduces development time. Import/export from third party software often isn't a pleasing experience.
2)Is Umotion mainly used to tweak animations rather than create them?
No UMotion is used for both, creating new ones and tweaking existing ones.
The issue I feel is that by importing the animations from another software you are losing all the IK and modifiers from it, therefore the tweaks must not be drastic.
UMotion is capable of turning an existing animation into an IK animation. Usually for animations that you've purchased/downloaded from the Asset Store or any other 3D trading platform, you usually do not get the source files (with the IK modifiers).
If you've created the animation yourself in a 3D software, feel free to continue editing it where you've created it.
Some issues I'm having and wondering how I can speed up this process.Is it possible to somehow test the animations at runtime? I have certain VFX and sounds which occur when the animation is triggered as well as physics for hair and clothes. Is there some way to simulate that during editing?
Play your game, once you detect an animation you want to change, hit pause. Edit the animation, export and continue playing where you left.
The UMotion API and UMotion callback mechanism can be used to extend UMotion with custom scripts that are even executed during edit time. Might help you in the case you described.
How would I be able to quickly resume to editing after testing the animation at runtime? Having to create, export the animation under the same name, test it during runtime, and then having to drag the root object into the pose editor can someones get very tedious.
If you already have a UMotion project for your character and the related animation clip in it, you just need 2 additional button presses:
0) Pause game
1) Assign character to the pose editor
2) After editing the animation, press the shortcut for exporting the animation
3) Resume game
By using the UMotion API, you could even further automate this (e.g. create a custom menu item/shortcut that pauses the game and assigns a predefined character to UMotion and a second shortcut that exports and resumes the game).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
OS | Linux Mint 20.3 Una
I confirmed this issue is fixed in Unity 2021.3.20f1.
Muscle groups slider panel not available
I have a rig in umotion. Before I used the IK wizard I would get the muscle group slider panel. I clicked on the IK wizard and the canceled but the targets are still there and I can not get back to the muscle group slider panel. How do I get rid of the partial IK setup?
Hi,
thank you very much for your support request.
The muscle group slider panel is only shown for projects of type humanoid and if no bone/transform is currently selected. It is independent of the current IK setup.
How do I get rid of the partial IK setup?
The IK setup wizard is just the automated way of creating custom transforms with the related IK constraints. You can manually delete or change the custom transforms in config mode. More information regarding this topic can be found in the IK video tutorial: https://www.soxware.com/umotion-manual/ProLesson2.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Batch set position values of selected keys
I am cleaning up some animations and was looking for a way to set the position values for all selected keys. I thought it would be as easy as selecting the keys and in the "move tool" window entering 0 for localPosition.x and y and all the keys would be updated to that. But that does not seem to work.
I was thinking of doing an override layer but as far as I understand that would also affect the Z value, which I do not want to change.
Is there any way to batch edit certain values of selected keys?
Exported .anim root motion is incredibly exaggerated and doesn't match the umotion clip
I've been working with a motion capture setup to record actors' movements. In the latest animation, the actor stands up from a seated position, moves left and right of the chair, then sits back down. When I import the animation file to Unity, the playback is accurate, but needs cleanup. The animation file matches the humanoid rig, as the models/skeletons I'm using are specifically designed for use with Unity's humanoid rig system. The problem is that once I finish cleanup and export the clip as a .anim file, the motion of the animation is far too exaggerated; the actor starts WAY below the center point, and when they stand up they shoot 10 feet in to the air. Slight turns of the body move them a meter in either direction, and walking on either side of the chair actually sends them 20 feet to the side. Is there something that I'm doing wrong with the export process? Or is it something I'm doing in the editing process? It seems like it might be a problem with the root motion but I'm no expert and can't be sure.
Hi,
thank you very much for your support request.
This sounds like there is some sort of scaling involved in some of your bones/transforms in the hierarchy of your character.
One thing you could try is to avoid the *.anim export and export your animation into the *.FBX file of your character. If that doesn't help, check if there is any scaling between the bones of your hips bone and your character's top most transform.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Exclude gun/object transform in pose editor.
Im having an issue with the pose editor. It seems to account for an object that's not included in the base rig. I only parented it to the hand in order to make it easy to preview what it looks like. The issue is there is no way to fix the rotation and position in the clip editor as I cant select it. Ideally, I just want umotion to exclude keying the transform all together. It's X rotation is set to 90 outside of the pose editor but inside it goes back to 60 and I haven't found a way to fix this.
Female rig, arched feet. Any way to make it flat footed with Umotion?
I was wondering if it's possible to fix this rig with umotion to make it flat flooted?
Hi,
thank you very much for your support request.
Yes, this is possible.
If this is a static standing animation this can be as simple as applying a rotation/position offset on an additive layer in UMotion.
For a more complex animation, where the hips move around, you need to use IK + IK Pinning to pin the feet to the ground.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Animation transitions causing bones to reposition incorrectly
https://media.giphy.com/media/I5CiclpNDvAEb7IlIs/giphy.gif
I've been having an issue where my animations don't transition properly. In the above GIF if you look at the Left hand on the rifle's forearm when moving between the Idle_Hip animation to the ADS animation it doesn't keep its position. For the IK_Hand_L I have disabled IK pinning to show the parent field for the transform and I have made the parent the rifle. It works as intended in just the Idle_Hip animation and the ADS animation, but when transitioning between the 2 it causes the hand to not stay on the rifle. What am I doing wrong here?
Hi,
thank you very much for your support request.
Please note that UMotion bakes the results of the IK calculation into the final animation. That means that no IK code is executed anymore while Unity plays the animation. So when you are transitioning from one animation to another, what Unity does is it smoothly fades / interpolates all bone's FK rotation values from the current animation to the new animation. During that transition, it is not guaranteed that your hand stays exactly at the same spot relative to the firearm because the interpolation of all the left arm rotation values and those of the right arm won't mathematically generate results that keep the offset relative to each other equal. This results in your hand moving slightly relative to the firearm.
In other words, either keep the transition time really small to hide that effect or use a runtime IK algorithm that is active even while a transition is happening.
I hope I was able to explain this in a meaningful way, it's a bit complex to describe this effect. Let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho