Answered

Quick question about the product

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 12

Hello, just a question I’m currently modeling 3d character and just wanted to ask if i wanted to create animation for a fps, can i still use a full body of my work? Or do i need to slice the 2arms? Because i wanted to work on a FPS but can see a full body of that character, or probably in the future a third person for update purposes.

Answer

Hi,
thank you very much for your support request.

UMotion doesn't have any limits in this regards, you can animate any type of 3D model/character. So if you want to animate a full body, you can do that with UMotion.

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

Best regards,
Peter

Answered

Bug with foot positions

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

Foot Position.mp4

Why this happens? In preview in edit mode all it's ok, but in play mode foot positions are crewed up, I really don't know why, please help!

Answer

Hi,
thank you very much for your support request.

If you take a look at this screenshot (taken from your video):

You can see that the offset is also in the preview. How Unity treats root motion offsets (rotation and translation) depends on this settings:

It depends on what you want to achieve exactly but I would suggest trying to remove the "Bake Into Pose" check-mark from "Root Transform Rotation" and maybe also from the "Root Transform Position (XZ)". More information about root motion can be found in the Unity manual: https://docs.unity3d.com/Manual/RootMotion.html

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

Best regards,
Peter

Answered

facerig

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

Hello. I have a humanoid character that works very well with uMotion. But, if I add  some bones for the face animation, in another program like Blender, or Maya,  could I make face animations in uMotion? Thanks.

Answer

Hi Cristian,

thank you very much for your support request.

Yes this is possible. The humanoid animation system does support the following face-rig bones natively:

  • Left Eye
  • Right Eye
  • Jaw

You can have more bones in your face rig, but those are going to be treated as "generic" bones that means they are not part of the animation re-targeting. Animation re-targeting is a humanoid exclusive feature that allows the animation to be created for one character, but then be played on any other humanoid character (something that does not work for generic animations). In other words, your generic bones are not going to be played on other characters.

If you have updated your characters rig but already had a UMotion project, create a new UMotion project for your updated character. You can then import all animations from your old UMotion project by using File --> Import Clip (in the clip editor) and select the old UMotion project *.asset file as file you want to import.

Generic bones are not visible by default in a humanoid UMotion project. You can make them visible by switching into config mode, select the bone you want to enable from the rig hierarchy tree view. Then under "properties" set "visibility" to "show". More information about config mode:

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

Best regards,
Peter

Answered

Export only humanoid bones

Anonymous 3 years ago updated 2 years ago 8

Hello I bought Your system :)

Its really cool, but I have 2 questions:
1. How to export only humanoid bones when exporting animation to fbx. I want to export only what is necessary for animation, no additional empty game objects of my object. I know System is basing on what is in Character that I edit. But basically, if that is humanoid It And I have dozens of animations (mainly we use only skeleton if fbx with animation ) I dont like the thing that system dont have option like: "Export Only motion for humanoid" or something like that.

2.How to get rid of the need of renaming all objects if they are called the same? Cant it be done automatic way on export like changing it to some 1,2,3 etc if there is problem with fbx

3.I exported my animation to actual fbx, but it seems like it is connected to old one animation in the same fbx, when I choose that animation both animation are chosen at once, some problem with meta files or something? Overall my workflow is to keep in the same fbx animation of old anim (I rename it to OLD or something like that) and new animation, everything would be good if not the thing I described that when selecting one anim unity select both of them so replacing it is impossible.

Not a bug

Muscle groups tool crashing umotion when selected

Jourdan Hamilton 3 years ago updated by Peter - Soxware Developer 3 years ago 4

The muscle groups tool set does not appear when working with a character but appears on the directional light source. when interacting with the tool it crashes umotion forcing a this only happens on the new version of unity 2021.2.2f1.

Update the sliders work but cannot be seen.

Image 961

Image 962

Answer

Hi,
thank you very much for your bug report. I really appreciate your time.

Unfortunately this is a Unity bug that was already reported during the 2021.2 beta but wasn't fixed yet. Please disable the tool assistant for now or downgrade to Unity 2021.1. I'm sorry.

Best regards,
Peter

Fixed

Error on Export

felix 3 years ago updated 3 years ago 10

Hi,

I am trying to create an animation using only "constant" interpolation between keys, however when I export the animation it doesn't stay constant in the resulting animation clip, and I am getting two errors in the console on export:


QuaternionToEuler: Input quaternion was not normalized
UnityEditor.AnimationUtility:SetEditorCurve (UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)

Assertion failed on expression: 'IsFinite(rot)'
UnityEditor.AnimationUtility:SetEditorCurve (UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)

The rig and umotion project are "generic".

Any help with this? I tried deleting+updating umotion already. And I am confused, since I have never run into this issue when exporting previously - I don't know that I have changed nothing with the .fbx, and the version of unity is the same as before...

I am using Unity version 2020.21f1, Umotion version 1.26p05.


Best regards,

Felix Wahlström

Answered

Editing Clothing Bones During Humanoid Animation

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

Hello,

I recently began working with Umotion pro and have a question about something I'm trying to accomplish. I have a humanoid character with armor that also has its own bones that can be moved and manipulated. I imported a humanoid animation clip and I am able to edit the humanoid bones of the character, but not the armor bones. I noticed that it doesn't seem to be possible to edit generic bones in a humanoid project and vice versa. Is there a work around or something I am missing?

Answer

Hi,

thank you very much for your support request.

You can edit generic bones in a humanoid project, it's just not enabled by default.


To enable editing of a generic bone in a humanoid project, switch into config mode. Select the generic bone you want to enable from the rig hierarchy. Under the properties tab, set "Visibility" to "Show".


The reason for it not being enabled by default is because when you use humanoid, you usually use it because you want to use animation re-targeting (i.e. use the same animation on multiple different characters). Because that's the only real benefit you get from using humanoid. When combining a humanoid animation with animated generic bones, these generic bones would not be re-targeted (as they are, generic and not humanoid) thus loosing the only real benefit of humanoid.

Pro-tip:

So in your case, it would most probably make more sense to entirely switch to generic (as you seem not to use animation re-targeting). Humanoid comes with quality trade-offs (and some small performance penalties) that you can get rid of by using generic instead. On the plus side, humanoid has the muscle tool assistant in umotion that allows you to animate e.g. fingers by using simple sliders. To use the best of both worlds, you could also continue using your humanoid UMotion project for animating, but then export your animation to FBX which you then configure as generic.


Of course if you do not have any quality issues with humanoid, feel free to continue using it.


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


Best regards,
Peter

Answered

Pro Lite

Adrian Revill 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I absolutely love the community edition, but I do find the inability to import clips, export FBX and do IK frustrating. I fully understand why those are in the Pro version, which is why I am not asking for them in the Community version. However, the Pro version is just too expensive for my budget.

I am suggesting a Pro-Lite version with import clips, export FBX and IK at a reduced price, say $20. This would bring it in the price range of hobbyists like me who do not need all the advanced features but still allow us to contribute to the development of a superb asset.

Answer

Hi Adrian,

thank you very much for reaching out and for your interest in UMotion.

Unfortunately there are currently no plans to create a lite version of UMotion. Please note that the asset store is often holding sales where you can grab UMotion at 50% off (or even less). So keep an eye on the asset store page if you want to grab UMotion at a reduced price.

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

Best regards,
Peter

Answered

Being able to undo to previous bone selections.

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

This would make life easier too

Answered

When are we finally going to be able to copy poses?

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

It's a painstaking experience to select all the bones, then carefully selecting the keyframes which are linked to the bones, so we lose the whole bone selection. So I actually write down the bones I need so I don't lose track which is ridiculous... I then scroll through the HUGE list of keys and all of the bone names... And select bones through selecting keys... And then after all that, i carefully right-click and copy the keys hoping I dont mess up... And head over to another clip and arduously select the same bones all over again... and then when I hit ctrl+v, nothing happens, the keys get added but the pose does not change... 

Please help

Answer

Hey,
thank you very much for your support request.

This is how I usually copy a pose:

  1. Click on the master key of the frame you want to copy the pose (this is the key at the very top). This selects all keys at this frame. It also selects all the bones that relate to those keys.


    Special case:
     If you are missing some keys on this specific frame, you would immediately see this by some bones not being selected. You would need to create keys for those bones, otherwise those bones pose will be ignored in the copy process. If you don't want to add keys to an existing animation, you could create a duplicated version of that clip just for the purpose of grabbing animation poses from it:

  2. [Optionally] Deselect bones you don't want to copy (if you e.g. only want to copy an upper body pose, deselect all the leg bones). You can do this by holding [STRG] and clicking on a selected bone in the scene view OR by holding [STRG] and clicking on a selected animated property in the animated properties list.
  3. Once you have your selection, press CTR+C to copy the keys.
  4. Switch to your target animation.
  5. Move the frame cursor at the desired position.
  6. Press CTRL + V to past the keys.

This method requires that you selection synchronization enabled (which it is by default):


Pro Tip: If you re-use a lot of poses, create a "pose libary". An animation clip in your project that contains all the poses one after the other. Make sure that each pose is well-defined (i.e. it contains keys for every bone).

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

Best regards,
Peter