
Using an animation event handler with the AnimationEvent parameter in code
Hello Peter,
First of all, thank you for this great product, UMotion Pro makes it so much easier for me to author animations quickly in Unity rather than using Blender (although I miss the ability to use NLAs, if you ever want to add a new big feature, that would be a good candidate *wink* *wink* *nudge* *nudge*).
It seems that since Unity 5, we are able to write an animation event handler method in the code with an "AnimationEvent" parameter instead of an int, string or float. This is great for blended Animators so you can finally know what animation clip sends the event, and more importantly, what weight is the Animator layer at that time. That way, when your Animator uses a blend tree, blending between two "walk" animations, for example (one slow and one fast, or a walk and a run, or whatever you can think of), you can decide what sound to play and no longer have two sounds play at the same time, or at least the same code being run twice. This information comes from MecanimDev himself : https://forum.unity.com/threads/mecanim-5-blend-tree-animation-event-called-twice.318747/#post-2071893 (yes that post is 7 years old).
However, UMotion Pro does not seem to offer that option yet. It is possible to do it, but we get a small warning icon on the animation event in the UMotion Clip Editor because it wants either a void, or an int, or a float or a string. In practice, the handler still does its job so this is not really a problem, but the warning icon is a bit distracting.
Would it be possible for UMotion to detect whether the name of the function we write in the animation event window matches an event handler with the AnimationEvent parameter so it knows we really mean to use that function and this is not a typo please?
PS: When looking at the About window, I saw Pärtel in the Special Thanks section, which is nice except his name is "Lang", not "Lange" :)

Fliegende Füße, Körper bewegt sich komisch nach Export
Hallo!
Nachdem ich die Animation Exportiert habe, und die Scene abspielen lasse, ist mein Character nicht mehr in Sync mit der Animation. Woran liegt das?
Im Clip Editor beim Abspielen des Clips funktioniert alles so wie es soll.

Hi,
thank you very much for your support request.
Great to hear that you've been able to fix this issue.
If possible, please ask questions in English in the future :-) This makes it easier for others to learn from existing questions/answers.
Best regards,
Peter

Does Umotion have constraints like Aim (joint aiming at other joint) and locking individual rotation Axis?
i have a question regarding uMotion, i have some characters that require some joints to only rotate in one axis and another joint to always aim at another joint. arms such as these dont work properly without some axis restrictions

Hi,
thank you very much for your support request.
arms such as these dont work properly without some axis restrictions
Do you have problems setting up IK in a way that it doesn't rotate parts on the wrong axis?
You might not have setup IK in a way that it ignores none relevant bones. For the upper arm for example, the IK should only control the bending of the elbow part. Remove any other bones from the IK bone chain (you can do this by selecting the IK handle in config mode).
Is the purpose of the axis limitations to avoid accidentally rotating parts of your character's body on a wrong axis?
If that's your intent, just make sure to always use the rotation tool in "local" mode. Rotate only around the axis that are meaningful.
When using "Euler" rotation mode, you have the option to check the curves view of your body parts in a final step. If the curve of a rotation axis you shouldn't be rotating is not in a straight line, simply reset the values of these axis.
and another joint to always aim at another joint.
Can you explain that situation a little further to me? Which body part exactly is that about? This allows me to provide you a tailored workflow/setup proposal.
Best regards,
Peter

Bug in the Clip Settings Window
There is a bug in the Clip Window, it's not drawing correctly on Linux Ubuntu, I can't rename the clip name neither clip on any of the toggle options.

Fixed in UMotion V1.28p04 (available for download via the asset store). Thanks again for reporting this issue.
Best regards,
Peter

Fixed in UMotion V1.28p04 (available for download via the asset store). Thanks again for reporting this issue.
Best regards,
Peter

Suggestion, scrub selection
trying to select a part of the animation and stop selecting at a specific point in the animation without having to count
an option for the clip editor that makes it scrub through the animation at the same time of using the marque select at the top of the window. it would make it much easier to know when to stop selecting.

WWF Smackdown style animation
Moved from Unity forum by Mod: https://forum.unity.com/threads/umotion-animation-editor.490618/page-13#post-8109905
Hi there
I've got a question if it's okay? I tried using the forum search, and couldn't find any questions about child-of, apologies if there are some that I couldn't see on my trawling.
I've bought the Umotion Pro Asset, and have finally got an excuse to put it through its paces (it looks incredible!), and I am particularly interested in the child-of contraints. I've watched the guides and read the documentation, then had a quick go at using it and it seems to do exactly what we need, but I've got two complications for our use case that I'm unsure are possible in Umotion?
The first is if I could set the childof contraint at runtime so that the same animations can be applied on different humanoid targets at runtime?
In the example video below, the two animators are independent, but then at roughly 4 seconds in there's a move where one wrestler picks up the other and they're both momentarily seemingly playing a 2 person animation, and that's the exact thing we'd love for our project.

The second is if we'd make the receiver of the attack animate using a separate controller or if Umotion would be able to work out what it needs to map to and apply that to our child node?
Thank you so much for your time and best wishes,
Adam :-)

Hi Adam,
thank you very much for your support request.
If you create such a "paired" animation, there are several things to consider:
- The same position/rotation offset the characters had during authoring of the animation should be present at runtime. So your movement code needs to make sure that both your characters have the correct starting position/rotation offset before playing the animation. The simplest form would be to "teleport" the characters to have the correct offset.
- UMotion does not perform any runtime code. So no, the child-of constraint or UMotion's IK system is not available at runtime. UMotion solely creates *.anim files that contain the ready made animation. In order to adapt an animation to runtime situations, a runtime IK solution like animation rigging or Final IK is needed.
- To animate two characters at the same time in UMotion, you have the following options: https://support.soxware.com/en/communities/1/topics/726-animate-two-or-more-models-at-the-same-time
Please let me know in case you have any follow-up questions.
Best regards,
Peter

how rotate two ik on the center pivot
how to rotate the two iks in the center between two selected iks, so that the position is also changed by the rotation as in the image below

Hi,
thank you very much for your support request.
I would suggest to make the left hand a child of the gun (or a child of the right hand) using the child-of constraint. Then move and rotate only the right hand and the left hand follows correctly.
- Go into config mode and select the IK handle of the left hand.
- Open the constraints tab and scroll down to the child-of constraint. Remove the tick mark from the "IK Pinning Mode" field.
- Return to pose mode.
- On the first frame of your animation (or on the first frame where your left hand grabs the gun):
Select the left hand's IK handle and in the channels view, set either the right hand's IK handle or the gun as parent. - Create key frames for your changes (using the "Key Selected" button).
More information: https://www.soxware.com/umotion-manual/ChildOf.html
Unfortunately, there is currently no "rotate around center" functionality in UMotion. This is due to the fact, that usually using the child-of constraint is the superior/more robust approach. It ensures that the (left hand in your case) stays glued to the gun. Using the rotate around center approach is a more manual approach that can get tedious to correct once you accidentally got a little offset in your left hands position somewhere in the middle of the animation.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Generic Helicopter shake with Blade Movement animation
I have a generic helicopter with a blade movement animation on Blades but now I want to add a "shake" animation to the Helicopter. How can I combine the 2? Small helicopter shake with blades doing a normal helicopter rotation in hover.
The shake will be suttle but blades as you know rotation fast so I can't make one animation clip with adjusting helicopter and blades from start to end. If that make sense. Really love your product- It makes working with Animations enjoyable!

Hi,
thank you very much for your support request and I'm glad to hear that you enjoy working with UMotion. That means a lot to me.
Maybe using an additive animation layer for adding the shake would help in your situation?
Layers in the Manual: https://www.soxware.com/umotion-manual/Layers.html
Video tutorial that uses an additive animation layer: https://www.soxware.com/umotion-manual/InPractice2.html
Please let me know in case you have any further questions.
Best regards,
Peter

Exporting FBX without the model
Hello,
I'm importing FBXs with animation files and no meshes from my motion capture software. I'd like to export the animations back into an FBX (can be new or update existing) once I've modified the animation. When I export to an FBX it includes the mesh and other game objects within my player object into the FBX which I do not want.
My desired FBX output would only include an empty Reference GameObject (if necessary) and the animation file.
I do not want to export only the .anim file as it'll be much larger than the compressed version stored in an FBX and take up a lot of space within my project. I have thousands of animations and the storage space increase would be far too large.

Hi,
thank you very much for your support request.
In my experience, when you want your animation to be compatible with humanoid, exporting your animations with a mesh results in less problems. Unity automatically creates a working humanoid avatar for you, which is not always working that great for animation files that have no mesh assigned to them. You can export multiple animations into a single FBX file if you don't want to have the same mesh over and over again.
If you really don't want to have a mesh in your FBX file, just select the original FBX file that you've used to import your animation as destination file. The skeleton hierarchy present in that FBX file is kept. UMotion does not add any mesh data.
There is also a mode to export as a fresh FBX file in UMotion (in the settings, simply change the "Write Mode" to "Export As New File"). This also includes no mesh data. Make sure to add a T-Pose as a first frame, otherwise Untiy's humanoid animation system most likely does not create a working humanoid avatar for that animation.
Further reading
Export settings: https://www.soxware.com/umotion-manual/ProjectSettings.html
Export feature: https://www.soxware.com/umotion-manual/ImportExport.html
Please let me know in case you have any follow-up questions.
Bets regards,
Peter
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