Not reproducible

I can't select a bone with the mouse

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

Hi! I ran into this problem: in the new version of unity 2022.1.0a15, it is impossible to select a character bone by clicking on the interactive bones in the editor, but they can be selected if you climb into the scene camera under the character model, then the choice is normal.

Answered

Any way do keep project open after enter playmode

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

Love this tool but it's so annoying to keep reopening the project and assigning the object to animate after I enter play mode to test the animation, this workflow is really slowing me down.

Answer

Hi,
thank you very much for your support request.

You could use the UMotion API (see documentation). It provides methods to open a sepcific UMotion project and also to assign a GameObject to the pose editor. Something like this should work (written out of my head):


using UnityEditor;
using UnityEngine;
using UMotionEditor.API;

public class MyUMotionExtension
{
   [MenuItem("Window/Open My UMotion Instance")]
   private static void OpenMyUMotionInstance()
   {
      ClipEditor.LoadProject("Assets/umotion_project.asset"); // <-- insert the correct path. Path must be relative to Unity's project directory.
      GameObject animatedGameObject = GameObject.Find("MyCharacter"); // <-- insert name of your character
      PoseEditor.SetAnimatedGameObject(animatedGameObject);
   }
}

A clean and universally working solution has proven to be very difficult to implement in UMotion.

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

Best regards,
Peter

Answered

Only avatars created by unity model importer are supported

Anonymous 2 years ago updated by Peter - Soxware Developer 2 years ago 8

I'm using this asset for importing MagicaVoxel models into unity - https://assetstore.unity.com/packages/tools/modeling/voxel-importer-62914 It supports rigging and creating custom avatar for imported models. Generic and legacy animations works great but Humanoid animation throws "Only avatars created by unity model importer are supported". I understand that you need some additional info to be stored in avatar. Is there any workaround to make it work? I could just use generic animation type but I have some older humanoid animations that I would like to use in my project.

Answer

Hi,
thank you very much for your support request.

Is there any workaround to make it work?

Yes, there is an easy workaround: Download Unity's FBX exporter package using the Unity package manager. Then use the FBX exporter to create an actual *.FBX file out of your character. You can then configure your fbx character to humanoid and use it with UMotion's humanoid features.

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

Best regards,

Peter

Answered

Model not showing after exporting animation

kingtom14 2 years ago updated 2 years ago 5

After exporting animation from the clip editor, I added it to the timeline but for some reason, the animated object is not visible?

Image 1011

Red - the clip, exported from UMotion clip editor

Blue - Where the model should be according to the animation

Why is this happening and how can I fix this?

Thanks

Answer

Hi,
thank you very much for your support request.

  • Have you checked where your model is shown instead? Try selecting your character in the hierarchy and press [F] to focus the camera at it's location.
  • Maybe there is a difference in the scaling (so it might got very small) and thus you can't see it.
  • Or maybe the position is offset. In timeline, the final position of an animated object isn't solely defined by the animation clip itself. There are also position/rotation offset settings you can define per animation track and per animation clip. You can see these settings displayed in the inspector by selecting the track or the animation clip in timeline.
  • By selecting the animation clip in Unity's project window, the inspector also shows you a lot of root motion settings which also has an influence at how the root position of your character, stored in the animation clip, is treated.

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

Best regards,
Peter

Answered

Animation Rigging integration

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

Hi! 
First of all, thanks for your amazing work! I really love UMotion.

I've got a question - is it possible to sync/trigger the Animation Rigging while working in the editor? I have a character with a humanoid rig that has additional exoskeleton arms that are being driven by the Animation Rigging package. It would be awesome if I could preview the combined output while animating in UMotion. I've seen somewhere that something similar was possible for FinalIK, but haven't found anything related to Animation Rigging itself.

Answer

Hi,

thank you very much for your support request.

Unfortunately there is currently no official support for animation rigging yet. But I think it might be possible to manually trigger the evaluation of the animation rigging using UMotion's callback system.

Write a script that implements a UMotion callback (as described in the link above). This callback method is then called every time UMotion updates the pose of your character. After that, trigger the re-evaluation of the animation rigging. You might have to do a bit of an internet search on how to exactly do that.

I hope this helps. Please let me know if you're able to get this working.


Best regards,
Peter

Answered

Trying to get a character to hold a weapon

Sam Burton 2 years ago updated 2 years ago 2

Hi,
Sorry if this is a dumb question as I'm new to animating in unity.
I'm making an RPG and I would like to be able to equip weapons. I thought to make their hand wrap around the handle of the weapon by making an animation in uMotion of just the gripped hand component and adding that as a layer to other animations that I have. So I set up the grip pose in uMotion, make two identical key frames of only the hand being gripped without touching the rest of the character model. Then I export it and try to blend it with my other animations except, it's also carrying forwards the T-Pose from the rest of the character model when I tried making the hand grabbing animation. Is there a way I can make the animation only affect the hand and ignore the rest of the model? Alternatively, is there potentially a better way of going about this?
Kind regards,

Answer

Hi Sam,

thank you very much for your support request.

Humanoid character animations are always automatically "well-formed", that means that the animation always contains a complete humanoid pose even if you've keyed only some bones.

You would have to use a humanoid avatar mask in your animator controller layer to mask away the influence of the other bones. This is the official Unity tutorial about avatar masks:

Here is a UMotion video tutorial about animating an RPG character in which the character is holding a sword and shield. Might be helpful in your case.


Here you can find a great overview of all video tutorials available: https://www.soxware.com/umotion-manual/VideoTutorials.html

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

Best regards,
Peter

Answered

IK FK auto snapping

Anonymous 2 years ago updated 2 years ago 7

Is it possible automatically snapping FK bones when editing IK bones, also snapping IK bones when editing FK bones?

Thank you!

Answered

Go into crouch when root is moved (IK)

Jannick Calvin Leismann 2 years ago updated by Peter - Soxware Developer 2 years ago 1

Hello Peter,

first of all i'm totally amazed of your tool! Just bought the pro version and made use of it today.

I can finally create my own simple animations for my game:

https://store.steampowered.com/app/892510/Slay_Together/

I want to use IK to get my character into crouching by pulling the character down on the root bone. I tought that this would be enabled by default but it seems like I have to setup an IK chain manually. Is that correct?

Greets,
Jannick

Answer

Hi Jannick,

thank you very much for your support request and for your nice words. Much appreciated!

Also congrats for launching a game on steam! Looks like a lot of hard work went into this project.

What you are looking for is called IK pinning. IK pinning would pin the feet in "world-space". By default, the feet move with the hips. It's easy to set this up:


  1. Execute the IK setup wizard (please checkout the quick start video tutorial or the IK video tutorial for more information).
  2. Select both IK handles of the feet (the wire cubes) and set the "FK/IK Blend" slider to 1 (= IK) in the channels view of the pose editor. Also enable the check mark on "IK Pinning" so that the feet are locked in place.
  3. If you now move your hips, the feet stay in place.

If you want to change the IK pinning state multiple times within an animation clip, make sure to check out the following two video tutorials:

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

Best regards,
Peter

Answered

Rotation Error After Export

Carl 2 years ago updated 2 years ago 3

Hello! I'm getting rotation errors in the front feet of my quadruped character (Generic Rig) after exporting. I've been through the steps in the 'Exporting Animation FAQ', but with no luck. The issue happens exporting to both .anim and. fbx. 

Image 1009

Any help appreciated! thank you

Answered

set ik handle target rotation in pose mode

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

In pose mode, is there a way to change an Ik handle's target rotation(found in config mode menu) when selecting IK pinned

Answer

Hi,
thank you very much for your support request.

Unfortunately the "Target Rotation" mode is fixed for the entire UMotion project (and all it's containing animation clips) and can not be altered from within an animation clip.

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

Best regards,
Peter