Animated Properties Sorting and Hiding
Hi Peter,
Thanks so much for your product and your support.
I was wondering if the Animated Properties could be sorted. For instance, I am trying to animate a soldier with a weapon. I already imported the clip, I just need to adjust the position of the rifle so that it looks normal and does not enter the mesh. For this, I just need to tweak the rifle, and both hand IKs. It would be helpful to either hide other properties, or click and drag the properties to the top so that I do not need to search for the property that I need to adjust every time I tweak one property and go to the next. But when you have 30 different bones you need to scroll through, it can be time consuming.
Please let me know if that is already an option. I have tried hiding the bones in the Rig Hierarchy but they still show up in the Animated Properties.
Thank you
Hi Brian,
thank you very much for your support request.
The fastest way to select an animated property is by selecting the appropriate bone in the 3D scene view. UMotion automatically selects and scrolls to the related animated property (in the clip editor). At the moment, there is no feature to sort/filter animated properties in the clip editor (I do have it on my to-do list though, but can't promise an eta).
I have tried hiding the bones in the Rig Hierarchy but they still show up in the Animated Properties.
There are 3 visibility options in config mode: Show, Hide and Lock. Hide only hides the bone in the scene view (but still shows it in the clip editor). Only "lock" hides it also from the clip editor, but this basically excludes the bone/transform from the entire project (meaning that it isn't animated at all anymore).
More information: https://www.soxware.com/umotion-manual/Configuration.html (see headline "Properties")
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Are multiple humanoids or generics possible in one project?
Is it possible to have multiple characters that are all humanoid and rigged the same in a single project then just select the character in the pose editor then select any of the animations in the clip editor for the animation one wants?
My thinking is if all the characters are the same then I should able to just switch the clips around.
Why animation root transform are not exported to FBX?
I have a vehicle object. I made simple animation for translation and rotation. Then, I exported the animation as FBX. Then, this warning pops up resulting in my exported animation only move in place.
Hi Calvin,
thank you very much for your support request.
If I recall correctly, there have been some technical limitations of why exporting animation curves to the FBX root is not possible. Please use the *.anim export for this case.
Best regards,
Peter
Rotate arms
Hi Peter,
I was wondering why the arms are not in the motion slider menu like all the other parts are?
Thank you for a great product.
Hi,
thank you very much for your support request.
In most cases, arms are controlled by IK anyway. That way you can easily adjust the position of the arms by dragging the hand's IK target around.
Sliders for arms would be harder to do precise positioning and wouldn't be faster than pulling an IK handle around so I saw no real-world use for such sliders.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
UMotion for Arms/Hands - special use case
Hello,
I’m a Unity developer at Centre for Bionics and Pain Research (Sweden).
We have a system where we (trough Machine Learning) detect actual arm/hand-movements of a user, and then use Unity to mimic these movements with a 3D arm.
Currently, we have developed this system with advanced scripting. Now, we seek to migrate to a system where we have each possible movement (Open Hand, Close Hand, Flex Hand, Extend Hand, Flex Elbow, Extend Elbow etc.) defined as Animation Clips.
Our problem is that the user shall be able to interpolate between these positions freely, with all possible positions of an actual arm/hand. For example:
- The user closes the hand 30%
- The user flex the hand 50%
- The user extends the elbow 20%
- The user close the hand fully (100%)
- The user flex the elbow 40 %
Would it be possible to use UMotion for such a use case?
I believe we require a system where one can start and stop playing an animation clip at any given keyframe, as well as interpolating between clips.
Best regards,
Niklas Möller
Research Engineer
Center for Bionics and Pain Research
Sahlgrenska Universitetssjukhuset
R-huset, plan 7, Länsmansgatan 28, 431 80 Mölndal
Hi,
thank you very much for your support request.
Would it be possible to use UMotion for such a use case?
UMotion can be used to create the animation clips like the close hand animation, flex hand animation, etc. The result would be *.anim files (or *.fbx files) containing the animation.
For your animation playback system, just use regular Unity scripting to do the mixing of your animation clips: https://docs.unity3d.com/ScriptReference/AnimationClip.SampleAnimation.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Why exported umotion animation size is typically 2x larger from the original?
Should one download random animation from Mixamo, then import the animation to umotion, finally export it without changing anything, one can find that the animation size is almost 2x larger. Could you please tell me the reason and how to further decrease the animation size? I tried to deleting some 50% of the keyframes, but the size is still the same.
Hi Calvin,
thanks for your support request.
This is a commonly asked question. Please check out this answer I gave a while ago: https://support.soxware.com/en/communities/1/topics/350-umotion-multiplies-x9-my-animation-size-what-can-i-do#comment-397
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Umotion does not work, cannot even choose one key frame
Please look at the video. Already re-import. It works for sometime, but the error went back again
Is there a list of all default shortcuts (shortcut sheet)?
Hello there! I use keyboard shortcuts often, but it'd be nice to have a shortcut sheet or a list of all default shortcuts. I tried to find it to no avail. Do we have that somewhere?
Hi,
thank you very much for your support request.
There is currently no PDF that lists all shortcuts. When you have a button/UI element, you want to know if it has a shortcut assigned, you can hover the mouse over it. The tooltip shows you if and which shortcut is assigned to it. This should be faster than searching a PDF.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
How to use child of constraint
I'm sure this question can be found in the forum, and I've seen similar questions in the comments of tutorial videos on YouTube.
I think (and I personally agree) that many people will try this feature because it is one of the most attractive features that Umotion has to offer.
So it would be nice to have detailed instructions, but I'll leave you with a translation of what I wrote in Japanese.
I saw the file "PickUpAnimation" in UMotionProjects in UmotionSample.
I also want to reproduce this, so I created a new Project with a new humanoid
I prepared a character, added a sphere and added it to PoseEditor.
There is a sphere in ConfigMode, I tried to display this in Visibility in properties, but I got an error.
English is not my native language, so I translated it through Google Lens and it says, "You have a sphere in the parent hierarchy, please put it in the child hierarchy."
That seems to be what it says.
At this time, I noticed that in the You Tube tutorial video, the object labeled "Hip" is a generic joint/bone, and mine was a humanoid bone.
Mine was a humanoid bone.
I checked Robot Kyle's Avatar and noticed that the object labeled Hip was there, but not mapped anywhere.
I thought this might be the cause, so I checked the Avatar I was using, and the object named Hip in this Character is definitely a humanoid bone.
I will try to recreate Robot Kyle, and for the character I cost, I should be able to just Mapping the Armature at the top level of Hips to Hip.
Create a new Project, prepare a character, add a Sphere and add it to PoseEditor.
What do you think, it worked fine.
I spent about 5 days before I noticed the difference in this Hip.
I hope this post will be useful for beginners who are learning child of constraint and encounter the same difficulties.
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