Answered

How Fix it

Ihor 3 years ago updated by Peter - Soxware Developer 3 years ago 1
In the editor, I animate and the bones show everything normally, well, after export,
 the bones rotate and look different. How to make animation normal?

Image 1181

Image 1182
Answer

Hi,
thank you very much for your support request.

What you see is happening due to how the humanoid animation system works under the hood. The humanoid animation system is an animation re-targeting system that works best for regular skinned humanoids. It allows sharing the same animation across different characters at the expense of loss of quality/control. So the rotational errors you see hear is that trade off you have to make when using humanoid.

If you want 100% control over your animation, use "generic" instead.

More information how humanoid works under the hood: https://blog.unity.com/technology/mecanim-humanoids

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

Best regards,
Peter

Answered

Hey Peter I just want to say thank you...

ytGameDevDave 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Hey Peter, 

I just wanted to say that the new update is incredible and it's saved me so much work already. The other issues that I had with timeline are now fixed as well and imports have been going smoothly. 

I just want to say thank you and I can't help but ask out of curiousity if you feel comfortable to share a bit on what the new upcoming features might hold. 

Anything specific you are working on already and that we can look forward to?

An insane amount of gratitude,

Best,

David

Answer

Hey Dave,

thank you very much for your kind words. That means a lot to me.

Anything specific you are working on already and that we can look forward to?

Quality of life improvements have always highest priority for me. I have collected a huge list of suggestions I received in the past that I'm trying to implement step-by-step. It might take some time until the next update thought due to my time being split across multiple projects.

Best regards,
Peter

Answered

Is there a shortcut to navigate to the previous/next frame in the clip editor?

JVon 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Hi, is there a shortcut to navigate to the previous/next frame (not keyframe) in the clip editor? I sometimes find myself making plenty of very precise and minuscule edits.

Answer

Hi JVon,

thank you very much for your support request.


The default shortcuts assigned for previous/next frame are "Comma" and "Period". You can manage all shortcuts by going into "Edit --> Preferences" in the Clip Editor. If a UI button has a shortcut assigned, you also do see it in the tool tip that is shown when hovering with the mouse over the button.


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


Best regards,

Peter

Answered

Navigate Rig Hierarchy with arrow keys

JVon 3 years ago updated by Peter - Soxware Developer 3 years ago 1

When navigating the Rig Hierarchy (and possible other similar menus) in the Pose Editor, it is not possible to navigate and expand/collapse using arrow keys. You need to click the slots.

It's a small thing, but I think it'd make my workflow less tedious if we could use arrow keys to navigate.

Answer

Hi,

thank you very much for your feature request.

While you are right that you can't use the arrow keys to navigate the Rig Hierarchy, there are general shortcuts for selecting bones/transforms that also allow you to navigate the hierarchy. These shortcuts correspond to this portion of the pose editor UI:

[Keypad 2] Selects the child of the current selected bone/transform (--> goes down the hierarchy)

[Keypad 8] Selects the parent of the current selected bone/transform (--> goes up the hierarchy)

[Keypad 6] Selects the sibling of the current selected bone/transform (--> goes sideways in the hierarchy)

These shortcuts also work for navigating the Rig Hierarchy (and they also work in scene view and in pose mode when doing regular animation stuff).

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

Best regards,
Peter

Answered

Synty Models No Face Bones?

Edward-UK 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I've been editing mixamo animations (and creating new ones) on Synty avatars. While it recognises everything else fine, the face bones (eyebrows, eyeballs) do not appear on the rig, which is limiting. What can I do? Thanks

Answer

Hi Edward,

thank you very much for reaching out.

If you have your character's configured as "humanoid", only a limited number of face bones is supported by the humanoid system itself:

  • Jaw
  • Left Eye
  • Right Eye

You can assign bones to this role in the humanoid avatar editor:

To access the avatar editor, select your model's source file (e.g. fbx), then open the "rig" tab and click on the "Configure..." button. When changing the avatar, you need to create a new UMotion project file for your character for the changes to take affect.

It is also possible to animate any other generic face bone, but those bone's won't be re-targeted by the humanoid animation system. That means that when the animation is played on a different humanoid character (with a different rig), the face bones not defined in the humanoid avatar will be ignored.

To animate any other generic (facial) bone in UMotion, you simply need to enable them: Go into config mode, select the bone you want to enable from the rig-hierarchy. Then open the properties tab and set "Visbility" to "Show".

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

Best regards,
Peter

Answered

I want to use the animations I created with other avatars.

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I often change the avatar I use, but since Umotion does not allow multiple avatars in one project, I export the animation and import it.

Is there any other way to do this, since this does not preserve the key pose and curve data?

My English is not very good, so I apologize if I am wrong.

Answer

Hi,

thank you very much for your support request.

So technically speaking, an animation made for character A never works directly on character B. That's why Unity introduced the "humanoid animation system" which is a so-called "animation re-targeting system". In other words, humanoid takes an animation A as input, and converts it into an abstracted/normalize format that humanoid then tries to play as similar as possible on any other character configured as humanoid. This does come with quality losses though (if you think about it, it really has to loose quality as characters often have different body proportions etc. so this can't be a 1:1 transition).

Very interesting article how this re-targeting works under the hood: https://blog.unity.com/technology/mecanim-humanoids

So in other words, without export your animation to humanoid first and then re-import it for your other character (in UMotion) you won't be able to edit the animation on that other character. But be warned that every export/import step might introduce some loss of quality due to the animation re-targeting.

So usually, you would only create the animation using a single character, export the animation as humanoid and then use it on any other humanoid character.

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

Best regards,
Peter

Answered

Basic QoL features missing for keyframes

ytGameDevDave 3 years ago updated by Peter - Soxware Developer 3 years ago 1

this is basic stuff that's missing, making umotion more like a beautiful chair missing a leg or a titanium hammer with a splintered handle. 

what's missing:

- Option to isolate selected animated properties 
- add selection and deselection of keyframes to undo stack

- deselect multiple keyframes shortcut 

extremely basic stuff that's missing, have confirmed that other packages have this (blender, maya etc.)

UMotion has advanced humanoid features for the spine, legs and hands/fingers (muscle group) which separates it from industry standard 3d packages. You can animate inside of your game, even in playmode. Missing vital things like this is a tragedy.

Answer

Hi Dave,

thank you very much for sharing your ideas.

- deselect multiple keyframes shortcut

That's already possible: CTRL + D

You can change the shortcut under "Edit --> Preferences --> General" in the Clip Editor:

- Option to isolate selected animated properties
- add selection and deselection of keyframes to undo stack

Yes these are valid points and I already have them on my to-do list. Both require some bigger internal changes so they won't land in the next update (V1.29) which is scheduled to be released in the next 1-2 days. But on the positive side, some of your previous ideas are going to be included in V1.29 so stay tuned :-)


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

Best regards,
Peter

Answered

Text to Speech

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Hello Everyone:

       Can UMotion do Text-To-Speech for a character at play time? And

    play the sound files with the facial animation?

  

    Thank you,

               Geoffrey

Answer

Hi,
thank you very much for your support request.

If you animate the facial expressions manually, then yes:

1) Create a Unity timeline sequence with the sound file and your animation

2) Sync UMotion to Unity timeline to edit the animation file

3) Make sure that in Unity timeline you have audio preview enabled (to actually hear the sound file while playback)

There is no automated way to do this in UMotion.

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

Best regards,
Peter

Not a bug

Mesh is deformed after exporting animation

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 7

I have an FBX, animation type is humanoid and avatar definition is "Create from this model"

I Create a UMotion project -> Drag that model -> Create an animation that does nothing (TPose) -> Export the animation -> When I exit UMotion and play the "animation" in unity, the model is deformed, the exported animation's result doesnt look like when I'm in the UMotion editor.


Below you can see how the model looks in UMotion and how the model looks in the exported animation

Image 1175

Answer

Hi,

thank you very much for your support request.

What export settings do you exactly use? I would recommend using the "update existing file" mode and have your character's FBX file selected as destination file.

Another thing to consider, humanoid gives you less degrees of freedom in animating than generic. Looks like you've applied a tilt on your upper leg bones in UMotion which is something real-life humans are not capable of doing. UMotion let's you correctly preview your animation but once your animation is exported to FBX and then imported as humanoid by Unity, it discards that rotation.

If you want 100% artistic control over your character in your animation, use generic instead of humanoid.

The only reason to choose humanoid over generic is when you have lots of characters that should all use the same animation. If that is not the case, generic is recommended. More information on what humanoid actually is, can be found in this blog post: https://blog.unity.com/technology/mecanim-humanoids

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

Best regards,
Peter

Answered

Custom handles for custom properties

MoeruCore 3 years ago updated by Peter - Soxware Developer 3 years ago 2

Hey there!  I'm trying out UMotion and it looks just about perfect for me, but I've run into some questions while trying to get it to work with a system of mine.

Image 1172

This system basically allows you to move/scale/rotate 2D textures on a 3D character's face, so you can do facial animation with 2D art.  I've gotten it to work fine with UMotion through custom properties, but the problem is that I can't find a way to manipulate those properties in a user friendly way.  Changing the numbers directly is too cumbersome, and the custom handle I made doesn't do anything while UMotion is locking the object.

So, the question:  Is there a way to change the value of a custom property through code, or otherwise set up a custom handle/gizmo for it?  I looked at the API and didn't see anything like that but I may have missed it.  I'm open to alternate solutions too.

Other than this sticking point it seems like UMotion is exactly what I was looking for!  Being able to work on face and body animations at the same time would be perfect.  

Edit:  After looking at the API again this might actually be a feature request:  Would it be possible to get a TrySetComponentProperty to go along with TrySetFkLocalPosition/etc.?  With that making the transform handle work with UMotion would be no problem at all.

Answer

Hi,

thank you very much for your support request.

After looking at the API again this might actually be a feature request: Would it be possible to get a TrySetComponentProperty to go along with TrySetFkLocalPosition/etc.? With that making the transform handle work with UMotion would be no problem at all.

I'm currently working on a new UMotion version that comes with an updated/extended UMotion API. I've already implemented your requested method today. The new version should be available in a few days.

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

Best regards,
Peter