
Infinity PBR Dragon - can't select bones
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?

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

Non-Humanoid Bone Animation
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!

Finger assistant window for generic animation?
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.

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.
- 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.
- 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

Can't Export FBX With M1 Macbook
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.

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

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

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

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

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

Changing Constraint name problem
Every time I add a new constraint it looks like the keyboard input locks on the other tabs and I can't change the name. I have to CLEAR, then assign the pose editor again so it let's me change the name and even that is not reliable sometimes. Instead of typing it just activates the keyboard shortcuts for other functions in Unity.
One workaround is to type the names in a textfile and paste them into the textbox.

Hi,
thank you very much for your support request.
In UMotion's Pose Editor, go into config mode. Select the "CS_Jacket_14097.Shape", open the constraints tab and resolve the error by removing the duplicated custom property (by clicking on the X).
Here is the documentation of the custom property constraint: https://www.soxware.com/umotion-manual/CustomProperty.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Position of the character will be lower and lower every time the animation passes through a loop.
After the animation is imported into UMotion, the position of the character will be lower and lower every time the animation passes through a loop.
The same problem occurs when I export the animation from UMotion and use animator for looping playback.
However, if I use animator to play the original animation that has not been processed by UMotion, there will be no problem.
I can't find any solution to this problem on the Internet. If someone can help me solve it, I will be very grateful!
Please see the video file I uploaded

Hi,
thank you very much for your support request.
Select the source *.anim file that you want to import. In the inspector window, change the "Root Transform Position (Y)" setting to this:
Do the same for the exported animation.
Btw. in UMotion, you can also flatten the y curve of the root bone (hips). Select the hips in the animated properties list, open the curves view and hide the x and z curves by clicking on the eye icons (in the properties list). Then select the first y key, and take a note of the value. Then select all y keys, right click on one and select "Edit Key". Then type in the value you've previously noted.
If you have some intended y movement in between, only ensure that the first and last key frame have the same value. Might also need some correction of the values of the last few frames to smooth out a potential hick-up.
Please let me know in case you have any follow-up questions or if this does not solve your issue.
Best regards,
Peter
Customer support service by UserEcho