Answered

ik reset

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

if i messed up on my ik, how would i start over? do i have to reimport my models? when i tried to remove all the of the applied ik there was some blue left and it didn't have that delete custom.

Answer

Hi,
thank you very much for your support request.

Yes removing all IK constraints is the way to go. If a bone is still in blue, there might still be an IK constraint controlling the bone.

oh wait after I changed scenes or possibly reimported the project, its gone now.

Sounds like the issue is already solved for you. Don't hesitate to contact me again in case you have any follow-up issues.

Best regards,
Peter

Answered

How to apply a custom rig to imported motion?

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

First, an advanced foot roll IK rig was created using this method.

Next, turn on "FK To IK Conversion" and import the AnimationClip.

The imported motion works fine.

However, since IK_Foot_R exists as a child of the Foot rig

The created foot roll IK rig remains in the initial position.

I want the foot roll IK rig to exist at the foot position of the imported motion.

I would like to import the animation clips so that I can use the foot roll IK rig, any ideas?

Answer

Hi,

thank you very much for your support request.

Unfortunately the "FK to IK Conversion" currently does not support converting to a complex IK rig like the foot roll IK rig, I'm sorry.


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

Best regards,
Peter

Answered

Prefab dissapears

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

character prefab dissapears after certain animation is trigger. But in the Inspector panel , works really good . idk why 

i am learning Unity soo i have limited exp , 

Youtube video

 can someone help me ?

Answer

Hey,

thank you very much for your support request.

I would recommend that you open the animator window next to your game window. Make sure your character is selected in the hierarchy window so that the animator window shows the states of your character.

Then repeat the test and see if it's a certain animation state or a transition between two states that is causing your character to disappear. If a transition is the issue, stop playing and preview the transition in your animator. Then adjust the settings accordingly.

Also try opening the scene view window next to the game view window to see what's exactly happening with your character, most probably it just gets offset and thus gets outside of the view port. Maybe you have some wrong root motion settings of the animation clip that is played in this situation (you see the root motion settings in the inspector when the *.anim file is selected in Unity's project window).

Hope this helps. Let me know in case you have any follow-up questions.

Best regards,
Peter

Not reproducible

Infinity PBR Dragon - can't select bones

EdwinWiseOne 2 years ago updated by Peter - Soxware Developer 2 years ago 7

UMotion is good stuff -- but with one wrinkle, I can't grab the bones of the Infinity PBR Dragon model (with a mouse, on a Mac, in the scene window).

Grabbing bones works fine in other contexts, including other Infinity PBR models!  Just the Dragon one doesn't edit.

Weird!  I even made a clean, empty project with just the recent UMotion and the Dragon model, no love.  Nothing useful in the console either.

Any ideas why just that one model wouldn't let me grab bones?

Answered

Animation Rigging

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

Hello,

This asset allow Animation Rigging ?

Answer

Hi,
thank you very much for your support request.

With UMotion you create animations (*.anim or *.fbx) like you would in Maya or Blender. You can use the resulting animations in your game and combine it with Unity's animation rigging to modify the character's pose in real time to whatever pose your gameplay situation requires.

UMotion uses it's own IK setup (which is a 2 button setup) during edit time for using IK to author animations.

So a typical workflow would be: Create an animation using UMotion (and it's built in IK), then in game, use animation rigging to adjust the character pose at runtime. Hope this makes sense to you.


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


Best regards,
Peter

Working on fix

Non-Humanoid Bone Animation

Adunato 2 years ago updated 2 years ago 5

Hello,

Sorry in advance for the long post, I did the best I could to explain the issue clearly with the least amount of words :-)

I have been using animation of non-humanoid bones for a while, by configuring their visibility in  uMotion config and then animating as normal.

I now have changed the hierarchy of my characters from this:

- Character Root (with Animator component)

-- Rig Root

--- DEF-Spine

To This:

- Character Root (with Animator component)

-- Character Object

--- Rig Root

---- DEF-Spine

The change allows me to decouple the character logic stored at its root from its graphic object (rig and meshes), which can now be "attached" to the logical implementation of the character.

As a result of this change, now non-humanoid bones are exported by uMotion as "Character Root/Character Object/Rig Root/..." whereas Unity Animator expects their path to be relative to the rig's parent regardless of the Animator location in the hierarchy, i.e. "Character Object/Rig Root/..."

My workaround is for now to put a temporary Animator object in "Character Object" and use that as uMotion character reference, so that uMotion will then export the animation paths in a compatible format with Unity.

Is my woraround the only solution in this case or is there another way to keep uMotion and Unity aligned on how they manage non-humanoid bone paths?

Thanks!

Answered

Finger assistant window for generic animation?

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

Hi,

I'm creating a first-person weapon animation, I like the finger tool assistant window that appears when you are working with a Humanoid rig in UMotion but I haven't found how to open/use this tool when working in a generic rig (only first-person arms)
if this possible at the moment? if not, do you have planned add support for it in a future update?

Regards.

Answer

Hi,

thank you very much for your support request.

Generic really can be anything (from a character to a solid object). So a finger assistant isn't really possible as the animated 3D model might not even have fingers. UMotion furthermore does not have any information if fingers are present, what bones represent the fingers and in which direction they should bend etc.

But there is another feature that's of great help when animating fingers: Bending multiple bones at once.

  1. Hold shift and select the first finger bone in the hierarchy. Holding shift automatically selects every child bone --> all finger bones should now be selected.
  2. Then use the rotation tool (in local mode) to bend the finger. The rotation is automatically equally distributed across all selected bones making the finger curl smoothly.

Even for humanoid (where the finger assistant is present), I usually prefer using the above method as this methods provides greater artistic control. This technique is also super useful when animating tails or spines.

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

Best regards,
Peter

Not a bug

Can't Export FBX With M1 Macbook

Bony Yousuf 2 years ago updated by Peter - Soxware Developer 2 years ago 1

Hi,

UMotion apparently can't export FBX with M1 Macbook. The same project when run on an intel mac is able to export the FBX. This makes UMotion completely unusable for M1. 

Please fix it. 

Answer

Hi,

thank you very much for your support request.

The FBX export (due to being native code), does not support native M1 yet. Future versions of UMotion might add support for M1 macbooks, but I do not have an ETA for that yet.

Afaik there is some kind of compatibility feature to run legacy intel based programs on M1 macbooks. Maybe using Unity in that mode could workaround this issue?

Best regards,
Peter

Fixed

FK to IK bending wrong way and Plane Angle doesn't change the direction

Zetta 2 years ago updated by Peter - Soxware Developer 2 years ago 4

Hi, I have a motion captured data in FBX.

And this data has feet sliding, so I want to edit like your tutorial here (05:20).

I followed every step and converted FK data to IK.

But the converted animation's knees are bending wrond way like this picture.

Image 1072

So I went to config mode and in the constraint section, I tried to change the Plane Angle's direction by clicking Front, Invert.

However, it does NOT change anything! (look at the picture below)

I've been trying it over and over for two days. 

Please help me.

Image 1073

Answer

Hi,

thank you very much for your patience. I've fixed the issue in UMotion V1.28p03.

You can download the new version via the asset store.

Thanks again for reporting the issue.

Best regards,
Peter

Answered

Child-Of constraint problem with Mixamo Character in UMotion pro.

Gal Kinan 2 years ago updated 2 years ago 5

Image 1070




Image 1071



Hello There, I have just started to use UMotion with character from Mixamo. So far the rig and IK controller has worked really well. But when I got to creating Child-off Constraint it just does not let me do it. When selecting the Ball Game Object the Constraint Panel in Cinfig Mode does not let me add a child off Constraint like you show in the video Tutorial. Is there a reason for that ? Can I do it in any other way ?

Answer

Hi,

thank you very much for your support request.

Animations in Unity can only address things that are in the hierarchy below (i.e. a child) of the the Animator controller that is actually playing the animation. In other words, your sphere needs to be a child of your character (in case of humanoid, the sphere needs to be a child of the hips or something lower in the hierarchy).

In the UMotion Examples folder, there is an example scene included. The character on the very right in the example scene shows you how to use the child-of constraint.

PS: In case of picking up stuff from the scene, a common approach to circumvent this limitation is by using an empty transform as "mount point". The mount point is part of your character's hierarchy and can thus be manipulated by the animation. A custom script triggered by an animation event is using "Transform.SetParent()" to make picked up objects a child of the mount point at runtime.

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

Best regards,
Peter