Cant move first bone in IK chain
Hello, I have a first person arms rig that I want to move the shoulders of to simulate the upper body rotating in first person.
I have set up an ik chain for each arm individually and everything else works perfectly. However, when I try to move the shoulder bone it just does nothing, the move tool just stays in place when I drag it. It also doesnt work if IK blend is set to 0, so I dont know if IK has anything to do with that. Do you know why this could be happening?
Thank you!
Thanks for sending me the video. That's currently by design. What you could do to workaround is:
- Click on clear in the pose editor to release your character.
- Add an empty GameObject as a parent of each shoulder bone (outside of UMotion). Use that parent bone for applying translation in UMotion.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
API for copying, creating, and modifying keys
Hi. I am loving the tool. Thank you!
I have some bulk actions I want to do on a bunch of clips... copy key frames from one bone to another, modify the keyframes with specific values, etc. It would be way easier to write an extension to UMotion that does this with code.
I don't see a way to do this with the API, but I may have missed it. Can I create, copy, and modify keys through a ClipEditor extension?
Hi Tim,
thank you very much for your support request.
Access to key frames is currently not exposed via the UMotion API. The only methods available are for creating key frames based on a current local/world position/rotation/scale of a bone/transform (see PoseEditor.TrySetFK...).
Here you have a comprehensive list of all available UMotion API methods: https://www.soxware.com/umotion-manual/UMotionAPI.html
I've put your request on my list for future UMotion API extensions, but can't promise on if and when such a feature would be released.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Set range of keys to the same global position on one axis
I have a case where i need to correct an animation so that the hands ik position stays fixed in the same global position on the y-axis while keeping the motion on the x and z axis.
I can manually enter the y world position and get the desired result for an individual key, but I have very many keys.
Is there a way to do this?
Hi,
thank you very much for your support request.
- You could try to set IK Pinned to true on the very first frame. When UMotion asks you if it should convert all following existing keys, press Yes.
- Now the curves/key values are all in "pseudo world space". If you then open the curves view of the IK handle, select all keys of the y axis, right click on one of them and click on "Edit Key". Then type in the desired value and press enter to confirm.
Please let me know if that works for you.
Best regards,
Peter
Is there a way to smoothly input animations that exceed 360?
For example, if you enter 720 degrees, etc., and you want the image to rotate twice instead of remaining at the original position, etc.
Hi,
thank you very much for your support request.
The easiest way to do this is by first switching rotation mode to "Euler Interpolation":

Then if you type in 720° for rotation Y for example, and create a key frame, it is going to spin multiple times.
You can also adjust the degrees and the way it interpolates in the curves view of the clip editor.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Bake animations
Hi, can I use UMotion to make an animation clip of an animation I created using unity avatar mask and unity Ik ?
And how ? Sorry to disturb, I am new to this.
Hi,
thank you very much for your support request.
Probably not (maybe with some scripting and a few workarounds) but I think it might be easier to just re-do the animation using UMotion Pro. UMotion Pro come's with built in IK and you could use your existing animation as a blue print to re-do the same thing in UMotion Pro. Depending on your experience level (to animations in general) and the complexity of the animation, you might be able to re-do the animation in under an hour.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Pinning Unpinning Adds Pos/Rot

Hello, the foot didn't move, but pinning unpinning adds some position/rotation changes, they are marked blue on the right
why it does that, it adds unnecessary movement
Hi,
thank you very much for your support request.
IK Pinning is transitioning the coordinate system when the pinning state is changed (e.g. from local to world space). In order to do that, it needs to first create a key frame in the old coordinate space and then a second key frame in the new coordinate space.
Als long as you keep both keys in sync (which in most cases UMotion does automatically for you) there is no movement in between. More information can be found in the related video tutorials:
is it possible to turn off muscle group window? using multiple scenes it is always in the way
Yes you can turn off the scene view window (aka "Tool Assistant" in the display section of the pose editor).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
difference after exporting animation
I'm having a different result after exporting my animation.

after exporting,the chunlian's position is diffrent.

Hi,
thank you very much for your support request.
This is a typical issue when using humanoid and has something to do with how humanoid works under the hood.
There are two solutions:
1) Turn on humanoid's hand IK (can only be done via script) to tell humanoid that you need the hands to be precisely where you've authored them.
2) Use generic instead of humanoid. Contrary to humanoid, generic just takes an authored animation clip as an input and plays it 1:1 as it is.
Humanoid is an animation re-targeting system designed to allow sharing an animation across multiple characters by imitating the look of an animation. Humanoid is not suited for precise things as it looses precision due to "re-targeting errors". More info about humanoid's inner workings: https://blog.unity.com/technology/mecanim-humanoids
Please let me know in case you have any follow-up questions.
Best regards,
Peter
I have a question about Animation Converter.
Is it possible to change animation from humanoid to legacy?
Thanks.
Hi,
thank you very much for your support request.
Yes a conversion from humanoid to legacy is possible. This is how it would work:
1) Duplicate your legacy character's source file (usually *.fbx) and configure the duplicated version as humanoid.
2) Adjust the settings in the animation convert to convert from humanoid to legacy and assign the humanoid and legacy version of your character to the appropriate fields in the animation converter.
Let me know in case you have any follow-up questions.
Best regards,
Peter
Timeline sync with override tracks
Hi Peter,
Thank you very much for the tool. Editing within unity is a very great thing in term of workflow.
I'm currently trying to edit animations via my timeline in a quite complexe override track setup that mimics my mecanim layers.
I can edit the animation correctly and sync it but it's not previewing the other tracks or maybe not applying the avatar mask that is provided. How could I handle this ?
Thanks !

Hi,
thank you very much for your support request.
When synchronizing with Unity Timeline, UMotion takes the authority over your character and previews the animation you have currently loaded in UMotion. The additional layers in Unity Timeline are not going to be previewed during this time.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Generic animation different through UMotion to timeline
Hello Peter,
I am having trouble with the animated object (Dragonfly) moving to different locations when the object is in the pose editor and when it isn't. I was using the animations that came with the dragonfly and couldn't get it to work so I just tried a New Clip to see what would happen and it still doesn't work. I am not sure what is happening as I have used this function a lot without any issues. Could it have something do with how the prefab is set up?
See a link to the video below - I have just put a cube behind the dragonfly so it is easy to see.
https://360.articulate.com/review/content/c48617a3-0976-4af3-87a5-1292a4c1015c/review
Thank you
Hi Elsiehar,
thank you very much for sending me the repo project. The cause of your issue seems to be that Untiy Timeline applys the scene rotation offset and the translation from the animation curve in the wrong order. If you preview the animation using Unity's own animation window, it is previewed correctly so this seems to be an inconsistency solely within Untiy Timeline.
The good new is, there is a rather easy workaround:
Make sure you're animation clip has keys for the rotation property, then Timeline evaluates the animation correctly.

Please let me know in case you have any follow-up questions.
Best regards,
Peter
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