
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

Click and drag keyframe not working
I've saved a "Umotion" layout in Unity for animation editing purposes. I've noticed that I cannot click and drag keys to different frames when I load the layout. To fix this, I always have to close out the Clip Editor window, reopen it and reload the project. It doesn't work just by reloading a project, the Clip Editor window has to be closed out and reopened.

Add a shortcut to close the current project and load the last closed project
Would it be possible to implement a shortcut that can close the current project?
And a shortcut to load the most recent closed project

Hi Richard,
thank you very much for your feature request.
I've added this to my to-do list for the next update. If you know a little bit about Unity C# scripting, you can already implement something like this yourself using the UMotion API. Just write a script that triggers ClipEditor.CloseProject() or ClipEditor.LoadProject() when a Unity "[MenuItem()]" is triggered by the shortcut you've assigned to "[MenuItem()]".
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Is there no way to convert a humanoid animation to a generic with a custom rig/hierarchy?
I have a custom rig. in Unity I can import it as humanoid, configure the avatar and have humanoid animations work. So I know the animation can work on the rig.
However, if I import the custom rig as generic and convert a humanoid animation to generic, it won't work because the bone hierarchy is doesn't match. If I modify the generic animation paths to match my custom rig, it animates, but is all distorted.
What are the issues preventing this from being possible? If Unity can map this custom rig to humanoid and play humanoid animations on it, then why can't it go the other way? I'm assuming it has something to do with the muscle/twist bones? Is there no way to configure a generic avatar?
Thanks

Hi,
thank you very much for your support request.
For applying a generic animation to a generic character, the rig hierarchy of the rig in the animation and the rig hierarchy of the rig of your character needs to be a perfect fit (exact same naming/path for each bone, same initial rotation and initial position etc.).
With UMotion you can convert humanoid animations correctly to generic if your character is compatible with humanoid. Maybe you haven't converted the animation correctly? Here is how it should work (you can use any of the two methods):
- Create a humanoid UMotion project for your humanoid version of your character. Import the humanoid animation into UMotion. Then export the animation into your character's FBX file using the FBX export feature of UMotion. Close UMotion and configure your character as generic. The animation inside of your character's FBX file is now also generic and works with your character.
- Or by using this method: https://www.soxware.com/umotion-manual/ImportExport.html#ConversionHumanoidGeneric
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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