
Edit clip settings for all clips
Is there a way to edit clip export settings, specifically the Root Motion(experimental) checkboxes for all clips instead of going one by one?

Hi,
thank you very much for your support request.
Unfortunately this is currently not possible.
As a workaround, you could edit the project file directly with a text editor:
- Close the UMotion project (File --> Close Project in the clip editor)
- In Unity click on File --> Save Project.
- Backup your UMotion project file (*.asset).
- Open the *.asset file with a text editor that's capable of editing huge text files.
- Scroll to the end of the file (or use the search function to search for the specific strings):
- Change the "valueInternal" to 1 to enable the checkbox on a corresponding setting.
- Save the file after you made the changes.
- Open the project file with UMotion again and check your changes.
I hope this helps. Let me know in case you have any follow-up questions.
Beste regards,
Peter

New API misses 2 crucial things
Here are 2 requests:
- Select Bone & Select Hierarchy (So we only have to select the hand to get all the fingers for example)
- GetTotalKeyframes (the total amount of keyframes of a clip, good for a loop & automation)

Thanks for the clarification. I've added this to my ideas for the future list and might add that in a future UMotion update.
Best regards,
Peter

Can't load old animation files (1.28 - 1.26)
I updated Umotion to 1.28 and now I can no longer use 1.26 version files.

This sounds like an issue with the Unity import pipeline / the importing procedure with Blender. Importing stuff can be challenging as there are a lot of different settings involved especially when working with "humanoid".
I'm rather sure that this is the root cause of the issue, as there have been no changes in UMotion's code regarding animation import that would explain a different behavior between V1.26 and V1.28.
Best regards,
Peter

Hi, the new API looks great, can you please write us a copy pose script to show us an elaborate example?
It would be nice to see this in action. It takes quite a while going through the trial and error and it would help a lot to see some actual functionality carried out by the new API in conjunction with the pose/clip editors.

Hi,
thank you very much for your support request.
With PoseEditor.GetSelectedTransforms() you can get access to the current selection. Just iterate over the transforms and store the local position, rotation and/or scale values.
List<transform> transformsList = new List<transform>(); PoseEditor.GetSelectedTransforms(transformsList); List<Quaternion> copiedLocalRotations = new List<Quaternion>(); foreach (Transform transform in transformsList) { copiedLocalRotations.Add(transform.localRotation); }
To apply the saved pose use PoseEditor.TrySetFkLocalPosition/Rotation/Scale().
for (int index = 0; index < transformsList.Count; index++) { PoseEditor.TrySetFkLocalRotation(transformsList[index], copiedLocalRotations[index], "Paste Pose", false); }
A complete documentation of the UMotion API can be found here: https://www.soxware.com/umotion-manual/UMotionAPI.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter

how to combine animations using script API
I need to concatenate multiple clips together and export them, can this be done using UMotion Pro API?

Hi,
thank you very much for your support request.
Similar to your other request about scaling the timing of the animation, this would require having quite a few more things exposed by the clip editor API. At the moment, the necessary things are not yet available from the clip editor API but I might add that in future versions.
You could concatenate multiple clips using Unity's regular editor API though (combine several animation clips into one *.anim file).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

how to change animation speed from script
Is there a way for me to change the speed of animation (specifically rescaling the keys in time) using the UMotion API?

Hi,
thank you very much for your support request.
Unfortunately, this is currently not possible yet. I've put this on my "ideas for the future" list to consider this in a future update.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Reproducable bug - player gameobject deleted when dragging to "Select a GameObject to animate" if gameobject is inactive
If player gameobject is inactive and I drag it to the "Select GameObject to animate" it comes back with the message saying "The human avatar doesn't fit the selected gameobject. The required human bone "Hips" has not been found." .. but then it deletes my player gameobject from the scene!
If I try again making the player gameobject active it works as expected.

Thank you very much for your patience. A fix for this issue has been implemented in UMotion V1.28p01.
Thanks again for the time you've put into reporting this issue. I really appreciate your help in further improving the stability of UMotion.
Don't hesitate to contact me in case you find any other issue or in case you have any questions.
Best regards,
Peter

I can't select a bone with the mouse
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.

Any way do keep project open after enter playmode
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.

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

Only avatars created by unity model importer are supported
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.

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
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