Answered

IK target under right hand for left hand to follow during animation

Sam 2 years ago updated by Peter - Soxware Developer 2 years ago 1

Greetings,

I've been looking through the tutorials and I feel like I should be looking at child of constraint etc but I do not quite get it.

I want one simple thing and that is to have a "IK target" game object on my characters right hand and my left hand simply follows this "IK target" gameobject. 

I have a two hand sword animation and the character isnt holding the weapon properly with both hands. See picture:

Image 1140

I simply want the hands stacked togheter and the left hand to follow the right using IK.

Could you simply point me in to the right direction in where to read/watch tutorial about this? Im really not a animator and trying to figure out the functionality of this excellent tool you provide us with! 

Answer

Hi,
thank you very much for your support request.

You guessed right, you need the child-of constraint to do that. With it you can make the right hand's IK target the parent of the left hand's IK target.

If you've setup your IK with the IK setup wizard, then your IK targets already use a child-of constraint (to offer the IK pinning capability). IK pinning is a special mode of the child-of constraint that allows you to toggle the parenting between two states only.

  1. Go into config mode (pose editor) and select the IK handle of the left hand.
  2. Open the constraints tab and scroll down to the child-of constraint.
  3. Disable IK pinning mode.
  4. Switch into pose mode.
  5. In the clip editor, set the green frame cursor to frame 0.
  6. Select the left hand's IK handle and in the channels view of the pose editor set the IK handle of the right hand as parent.
  7. Click on Key Selected --> Key All (pose editor).

Result: If you move the right IK handle, the left should follow accordingly.

More information about the child-of constraint can be found in this video tutorial:

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

Best regards,
Peter

Not reproducible

Animation key in editor not smooth automatlly

makaolachsiungca 2 years ago updated by Peter - Soxware Developer 2 years ago 1

Keyframes are not automatically smoothed when removing intermediate keys.

Image 1139

Answer

Hi,
thank you very much for your support request.

Deleting intermediate key frames is not intended to change the tangent mode of the adjacent keys. So if you have custom tangents for the keys left and right to the intermediate key you are deleting, these will be kept (which can result in a different curve overall).

In your screenshot, there seem to be some keys with custom tangents, some use linear mode,... those are kept and not automatically changed to "Clamped Auto" (which would generate a smooth transition). If you change all your keys to "Clamped Auto", deleting intermediate keys will result in the smooth curves you might be asking for.

Does that answer your question or do you still see a behaviour that doesn't fit into my explanation?

Best regards,
Peter

Answered

Can we please have a world position copy/paste, this is so crucial...

ytGameDevDave 2 years ago updated 2 years ago 4

Copy world position > Paste world position > rebuild solvers

So we can have it paste correctly in Layers too

Please Peter

Answer

Thank you very much for your detailed description (in your answer below).

So if I understood you correctly, you primarily need this in order to copy IK handle's world space positions around. You can already do this:

  1. Select the bone/transform of which you want to copy the world space position.
  2. Select the move tool and set pivot to global.
  3. Click on the menu button in the upper right corner of the move tool assistant and select "Copy Position".
    This copies the world space position.


    PS: Via the preferences menu of UMotion you can even assign a shortcut to this.

  4. Move the frame cursor to the desired position and/or select the destination bone/transform and "Paste Position" (via the tool assistant menu again).

Limitation: Only works with one transform at a time (having multiple transforms selected copies the center position).

I can offer setting the world space position/rotation via the UMotion API in the future. I've put an entry on my "extending API" todo list.

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

Best regards,
Peter

Answered

Problem with object reference in animation events

Kacper 2 years ago updated by Peter - Soxware Developer 2 years ago 3

Hi, I have events on animations that have objects connected to them. Is there any way to connect object to animation event in umotion? Because now, everytime i edit my animations, unity looses object reference, and it is really troublesome.

Answer

Hi,
thank you very much for your support request.

Unfortunately, animation event parameters that reference objects are currently not supported in UMotion. I've added this to my to-do list but can't promise when it will come.


I'm really sorry for the inconvenience. In the meantime, is there any chance you can workaround that limitation somehow?

Best regards,
Peter

Answered

Do we need Animation Converter if we have Umotion Pro?

Anonymous 2 years ago updated by Peter - Soxware Developer 2 years ago 1

Wondering if Umotion Pro would also let you do the conversion or if it is separate function available only in the other product?

Answered

how to change pose of model?

eli 2 years ago updated by Peter - Soxware Developer 2 years ago 3

Image 1126

hi there, how do i change the pose of my character and save it in unity? no need animation. tk u

Answer

Hi,

thank you very much for your support request.

Yes, using UMotion for creating scene poses is possible.

  1. Create a UMotion project (this can act as a pose library) and assign your character to the UMotion Pose Editor.
  2. Then either import an existing animation and select a pose from that animation (simply by moving the frame cursor to the correct position), create a new pose by rotating the bones (you could create key frames for your pose in an animation in your UMotion project if you want to create a library of multiple poses).
  3. Then once your character is in the pose you want it to be, click on the arrow next to the "Clear" button in the Pose Editor and in the appearing dropdown menu select "Clear - Keep scene pose".

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

Best regards,
Peter

Answered

Some bugs adding start keys in new layers

Roman 2 years ago updated by Peter - Soxware Developer 2 years ago 3

UMotion editor periodically works buggy.

For example, rotating hand IK handle I don't see any changes in IK structure. Creating new layer and doing the same solves this, until next time.

But the most annoying bug which doesn't allow me to do anything I wished to is start keys adding problem for both override and additive layers. 

So, what actually happens - before modifying the animation I need to set 1st key for each bone, what is pretty obvious. However I can't do so using "Add keys to all properties" option, because in set me some defaul bones position and rotations

https://monosnap.com/file/2x3pzyx6yxemwIR1mwf4gRSHTI5QVW



Doing same on override layer breaks everything compeltely
https://monosnap.com/file/vl8r86Z5MdUuWnxQBagq2a05ezZ43g

Can't use the editor as expected to

Answer

Hi,
thank you very much for your support request and I'm sorry that you're having a hard time using UMotion. I'm here to help.

For example, rotating hand IK handle I don't see any changes in IK structure

Depending on how you've setup your IK, the IK handle's rotation is either rotating the last bone of the IK chain (e.g. the hand) or is simply ignored.

In order to rotate the entire IK chain, you need to move the pole handle (the wire sphere). The direction from the IK axis to the pole handle defines the rotation of the IK chain.

More information on IK: 

Or have you meant something else?

But the most annoying bug which doesn't allow me to do anything I wished to is start keys adding problem for both override and additive layers.

The "add key" context menu in the clip editor isn't considering the current pose of your character. It's functionality just looks at the curve data of a specific property. If there are no keys in the curve yet, it will add some default values (corresponding to the reference pose) and if the property already has a curve, this context menu creates a key corresponding to the actual value of that curve at said frame.

I'm sorry for the confusion.

The correct workflow for what you intended to to is to use the pose editor instead. The pose editor has all the information about the 3D pose of your character and is capable to correctly create keys corresponding to that:

Either select all bones (CTRL + A while having the input focus in the scene view window) or select only a desired bone and then hit the [S] shortcut key (shortcut for clicking the "Key Selected" button in the pose editor window).


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

Best regards,
Peter

Answered

How to edit existing humanoid animation?

Guido 2 years ago updated by Peter - Soxware Developer 2 years ago 3

Hi, maybe an obvious question but I can't find any video that covers this. 

I have an existing humanoid with an existing animation. Can I edit that animation in Umotion? I see this question as a generic but not for a humanoid. Ive tried dragging the animation and the avatar into the clip editor after creating a new Umotion project but its not responding that way.

Thanks

Answer

Hi,
thank you very much for your support request.

I'll provide you a step-by-step guide on how to import humanoid animations:

  1. Click on File --> New Project --> Humanoid in your UMotion Clip Editor window.
  2. Drag and drop your character from Unity's "Hierarchy" window into the UMontion Pose Editor's slot where it says "Select a GameObject to animate:".
  3. Click on "File --> Import Clips", select the animation file you want to import and click on the import button
  4. The animation should now be correctly imported and you are now ready to edit your animation.

More information can be found in the video tutorials: https://www.soxware.com/umotion-manual/VideoTutorials.html

The quick start video tutorial gives you a fast but basic introduction into all the foundational features of UMotion. There are also in-depth video tutorials on certain features / UI portions. If you want to see real-world examples and workflows, the "UMotion In-Practice" tutorial chapter is what you're looking for.

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

Best regards,
Peter

Answered

Is it possible to have just poses?

Anonymous 2 years ago updated 2 years ago 2

I just want to pose a character and have them stay in that position. I like and use Umotion but in this case I am thinking I dont need it for static poses with no animation.

Answer

Hi,

thank you very much for your support request.

Yes, using UMotion for creating scene poses is possible.


  1. Create a UMotion project (this can act as a pose library) and assign your character to the UMotion Pose Editor. 
  2. Then either import an existing animation and select a pose from that animation (simply by moving the frame cursor to the correct position), create a new pose by rotating the bones (you could create key frames for your pose in an animation in your UMotion project if you want to create a library of multiple poses).
  3. Then once your character is in the pose you want it to be, click on the arrow next to the "Clear" button in the Pose Editor and in the appearing dropdown menu select "Clear - Keep scene pose".

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

Best regards,
Peter

Answered

Can we use UMotion community (the free version) for our commercial game.?

spao2007 2 years ago updated by Peter - Soxware Developer 2 years ago 1

If we making a commercial game. Can we use UMotion community ? I searching for a license information but not found any so I post as a new topic here.

Answer

Hi,

thank you very much for your support request.

Yes, it is allowed to use UMotion Community for your commercial projects.

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

Best regards,
Peter