
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

I would like to see changes in the 3d model to be reflected when a new BlendShape is added.
I am currently using u motion pro to create facial animation of a Humanoid character, but when I add a new blendshape, the blendshape I added does not appear in the Pose Editor of U Motion Pro.
Is it possible to make the newly added blendshape be reflected?

Hi,
thank you very much for your support request.
You need to manually add a custom property constraint for your newly added blend shape:
- Switch into config mode.
- Select the bone/transform where your other blend shapes have been added by UMotion.
- Open the "Constraints" tab and add a new Custom Property constraint.
- Take a look at how the existing blend shape's custom property constraints are set-up and do the same for your new one.
There is currently no automated way to add new blend shapes to an existing UMotion project.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

move all keys
Is it possitble to move positions of all selected keys at same time? For exmaple, i have animation for 1st person view and i want to make it for 3d person view, what all i need to do is to drop all positions down for some distance, can i do it not one by one and not key by key?

Hi,
thank you very much for your support request.
An additive layer can be used to add an offset on top of existing key frames. In the beginning of this video tutorial, a rotation offset is applied that way (the principle works the same for offsetting positions):
https://www.soxware.com/umotion-manual/InPractice2.html
Another method would be to offset all position keys inside the curves view.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Unable to select bones in scene view
U Motion: 1.29
Unity: 2021 3.14 f1
Bug description: Unable to select bones in scene view. Can only selcet bone in Clip Editor.

How to set export settings via script
I have UMotion Pro and need to export many animations with some modifications, the workflow I'm hoping for is:
Via script:
1. import a clip
2. change export settings to reference a different output FBX file
3. (some pose work)
4. export the clip
I know #4 (export) is possible with the API, but how do I do #1 and #2?
Much thanks!

Hi,
thank you very much for your support request.
Unfortunately there is currently no way to access the export settings via the UMotion API. Some hacky workaround would be to close the UMotion project file, call AssetDatabase.SaveAssets() to ensure all changes are serialized to disc, then directly modify the settings in the UMotion project file via default .Net file IO, reload with AssetDatabase.Reload() and then open the UMotion project file again via UMotion API.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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