Answered

Model not showing after exporting animation

kingtom14 3 years ago updated 3 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 3 years ago updated by Peter - Soxware Developer 3 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 3 years ago updated 3 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 3 years ago updated 3 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 3 years ago updated by Peter - Soxware Developer 3 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 3 years ago updated 3 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 3 years ago updated by Peter - Soxware Developer 3 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

Answered

IK pinning foot.

Bjørn Terje Hansebråten 3 years ago updated 3 years ago 7

Have aproblem that foots moving when I want to make next key. Something I have done wrong ? Video here: 

Youtube video
Answer

Hi Bjorn,

thank you very much for your support request.

That's just the root motion preview of your animation. Disable root motion preview in the playback settings (and optionally also disable looping):


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


Best regards,
Peter

Answered

Best way to close gap after removing part of an animation

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I would like to remove a part of an animation. I can select all relevant keys in the dopesheet's top row and remove them, but that leaves a gap. What's the best way to close this gap? Selecting all remaining keys and dragging them is incredibly slow and cumbersome depending on the total remaining size of the animation clip.

Answer

Hi,

thank you very much for your support request.

What's the best way to close this gap? Selecting all remaining keys and dragging them

Yes, selecting the remaining and dragging is the intended workflow. With long (mocap) animations that contain lots of key frames, this can indeed become a slow operation. That's due to a lot of data having to be moved around during this process.


If you want to crop a small portion out of a longer mocap section, you can also use the white arrows in the time ruler of the clip editor to mark a section you want to crop. Then click on "Edit --> Crop To Playback" in the clip editor. This does not require any manual moving of the remaining key frames.

If your mocap source (fbx) files are large and you want to extract small portions out of it, use Untiy's animation import settings (shown in the inspector when selecting the *.fbx file) to cut the required slices out of the fbx file. Then import those slices into UMotion to further fine tune them if required. This avoids having to deal with huge data sets in the UMotion editor as you split the animation already externally.

At the UMotion product page on the asset store I recommend keeping the length of dense mocap animations imported into UMotion max. at around 1-2 minutes. That should give acceptable editing performance on a medium gear PC.

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

Best regards,

Peter

Answered

Animate Facial Rig on Humanoid Avatar?

Aurora 3 years ago updated by Peter - Soxware Developer 3 years ago 3

Hi there,

I am trying to make an animation on a humanoid avatar that also has a facial rig.

Is there a way to animate the facial bones on the humanoid avatar using UMotion?

Thank you :)

- Aurora

Answer

Hi Aurora,

thank you very much for your support request.

The Unity humanoid animation system by itself only supports eye and jaw bones. If you have them configured in the humanoid avatar definition, they also show up in UMotion (attention: changing the humanoid avatar configuration requires you to create a fresh UMotion project to see the changes take effect).

If you have additional bones, you have to treat them as "generic" bones. That means they are going to be ignored by the humanoid animation retargeting system and as a result do not work across multiple humanoid characters. But they are played correctly on your specific character. You can animate generic bones in a humanoid UMotion project. They are just hidden by default. Go into config mode, select the generic bones you want to show in the rig hierarchy view. Then open the properties tab and set "visibility" to "show".

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

Best regards,

Peter