Answered

Editing Imported Animation - Adjust All Keyframes At Once?

Edward-UK 4 years ago updated by Peter - Soxware Developer 4 years ago 1

When importing an animation into UMotion Pro to edit, it's common that, say, a thigh bone may create 100 points on the timeline. If I want to keep the animation but move the leg right a bit, do I need to update 100 points individually, or is there a way to select all, and offset them all right by the same amount? Thank you

Answer

Hi Edward,

thank you very much for your support request.

or is there a way to select all, and offset them all right by the same amount?

Yes, this can be achieved with an additive animation layer. In the first part of this video tutorial, I use an additive animation layer to add a rotation offset to an animation:

https://www.soxware.com/umotion-manual/InPractice2.html

In this video tutorial, additive animation layers are used to adjust the look and feel of an existing animation:

https://www.soxware.com/umotion-manual/InPractice3.html


Link to the UMotion manual "Layer's" chapter:

https://www.soxware.com/umotion-manual/Layers.html

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


Best regards,
Peter

From lying to sitting

Bjørn Terje Hansebråten 4 years ago updated by Peter - Soxware Developer 4 years ago 1



It there a way to rotate the pelvis and lock  the thigh, calf and foot from rotating with the pelvis. When I made an animating where the girl go from lying to sitting it looks not good when I rotate only the spine bones.


Image 1207






Answer

Solved. I use the IK lock at foot.

Under review

FK to IK bake bug (IK handles will offset and bones do not follow)

Anonymous 4 years ago updated 4 years ago 2

Hey Peter, GameDevDave here again,

So this happens a lot:

Image 1204

The animation type Humanoid/Generic does not matter, IK seems to flip out of sync, sometimes without a keyframe or curve to correct. 

It shows up in the export too.

It happens sometimes after baking FK to IK or when turning on pinning.

There are workarounds such as re-keying the frame or redoing a bake, there's no other way to go about it as far as I know and it is very time consuming.

Sometimes it 'does' show up in the keyframes, in the graph editor there will be extreme spikes, sometimes oddly enough multiple keyframes in a row, and they need to be fixed by dragging them up or down to fit the rest of the curve. 

How to solve this?

Answered

Differences between UMotion free and Umotion Pro

dpwagner 4 years ago updated by Peter - Soxware Developer 4 years ago 1
Answer

Hi,

thank you very much for your support request.

The differences are shown in a picture on the asset store:

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

Best regards,
Peter

Answered

Umotion-Warning found at least one bone/transform with a slash

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 1

The character model that I'm working with is using a naming convention that uses slashes to seperate words rather than underscores. When I try to import this model into the pose editor I get a warning message stating that I need to rename the bones. Is there a workaround?

Answer

Hi,

thank you very much for your support request.

Unfortunately there is no workaround, you really need to rename the bones.

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

Best regards,
Peter

Answered

Animated Properties Sorting and Hiding

Brian 4 years ago updated by Elsiehar 4 years ago 5

Hi Peter,

Thanks so much for your product and your support.

I was wondering if the Animated Properties could be sorted. For instance, I am trying to animate a soldier with a weapon. I already imported the clip, I just need to adjust the position of the rifle so that it looks normal and does not enter the mesh. For this, I just need to tweak the rifle, and both hand IKs. It would be helpful to either hide other properties, or click and drag the properties to the top so that I do not need to search for the property that I need to adjust every time I tweak one property and go to the next. But when you have 30 different bones you need to scroll through, it can be time consuming.


Please let me know if that is already an option. I have tried hiding the bones in the Rig Hierarchy but they still show up in the Animated Properties. 

Thank you

Answer

Hi Brian,

thank you very much for your support request.

The fastest way to select an animated property is by selecting the appropriate bone in the 3D scene view. UMotion automatically selects and scrolls to the related animated property (in the clip editor). At the moment, there is no feature to sort/filter animated properties in the clip editor (I do have it on my to-do list though, but can't promise an eta).

I have tried hiding the bones in the Rig Hierarchy but they still show up in the Animated Properties.

There are 3 visibility options in config mode: Show, Hide and Lock. Hide only hides the bone in the scene view (but still shows it in the clip editor). Only "lock" hides it also from the clip editor, but this basically excludes the bone/transform from the entire project (meaning that it isn't animated at all anymore).

More information: https://www.soxware.com/umotion-manual/Configuration.html (see headline "Properties")


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

Best regards,

Peter

Answered

Are multiple humanoids or generics possible in one project?

giantkiller 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Is it possible to have multiple characters that are all humanoid and rigged the same in a single project then just select the character in the pose editor then select any of the animations in the clip editor for the animation one wants?

My thinking is if all the characters are the same then I should able to just switch the clips around.

Answered

Why animation root transform are not exported to FBX?

calvin 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Image 1198


I have a vehicle object. I made simple animation for translation and rotation. Then, I exported the animation as FBX. Then, this warning pops up resulting in my exported animation only move in place.

Answer

Hi Calvin,

thank you very much for your support request.

If I recall correctly, there have been some technical limitations of why exporting animation curves to the FBX root is not possible. Please use the *.anim export for this case.

Best regards,
Peter

Answered

Links on this page not redirecting in Firefox

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 1

On right side of page here.

Answered

Rotate arms

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Hi Peter,

I was wondering why the arms are not in the motion slider menu like all the other parts are?

Thank you for a great product.

Answer

Hi,
thank you very much for your support request.

In most cases, arms are controlled by IK anyway. That way you can easily adjust the position of the arms by dragging the hand's IK target around.

Sliders for arms would be harder to do precise positioning and wouldn't be faster than pulling an IK handle around so I saw no real-world use for such sliders.

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

Best regards,
Peter