Answered

Tool to simplify animation

Mega 5 months ago updated by Peter - Soxware Developer 5 months ago 1

Hey guys, I wanted to thank you for your wonderful product!

Is it possible to add an additional toolbar that will greatly simplify the life of many animation creators:

Image 1421

The above picture is an example of a program in which you can do “Gathering”, “Reflection”, “Copy from another pose (Partially)” and much more to selected bones. (https://www.daz3d.com/pose-fusion-plus-for-genesis-to-genesis-8)


Could you add similar functionality to your program?

Answer

Hi Mega,
thank you very much for sharing your idea with. I'm collecting all ideas in a big file and use that to prioritize new features. I added your idea to the list. Please note though, that I can't promise anything right now if and when such a feature will land.

Have a great day and thanks for helping improving UMotion.

Best regards,
Peter

Answered

Option to merge animation layers

ian 5 months ago updated by Peter - Soxware Developer 5 months ago 1

One of the animators for our project makes extensive use of layers in their workflow and some clips end up having 15+ layers. The layers work great but the clips can end up a little disorganized, and the umotion projects can end up getting pretty bloated - often ending up being several hundred MB. While these larger projects are open, the editor will often hang on 'waiting for user code in UMotionEditor.dll to finish executing'. I think it would be very helpful for organization and performance if we had an option to merge layers.

Answer

Hi ian,
thank you very much for sharing your idea. I've added it to my list of ideas for the future. I use this list to decide and prioritize new features.

Best regards,
Peter

Answered

Why Can't change the Animated Propreties names?

Arian 5 months ago updated 5 months ago 2

hey, I changed some naming in my Player Prefab and now my Animations is not working well. so I tried to change the naming in Animation and then export it again but I can't find anything related to this. so for example I had Object_Handler in my player now I changed it to Item_Handler, so what should I do? I can't just lose all the keyframes to just renaming the object!

Answer

Hi Arian,
thank you very much for your support request. In Unity, animations use the name of objects to reference them. So that the animation isn't working straight after changing an objects name is kinda by design.


But fortunately you don't have loose your key frames in UMotion. Here is how to deal with re-naming step by step:

  1. Imagine you have a working UMotion project.
  2. Now you want to rename an object of that character.
  3. Click on "Clear" in the UMotion pose editor to release the character for editing.
  4. Now you can rename the object of your character in Unity's Hierarchy window (e.g. Change "Object_Handler" to "Item_handler").
  5. Assign the character to the UMotion pose editor again.
  6. UMotion will notify you that it found a new transform (the one you just renamed) and that it is going to be added to the UMotion project.
  7. (If Humanoid) Make the new transform visible again (go into config mode, select the object in the hierarchy and under "Properties" set "Visiblity" to "Show").
  8. Go back to pose mode.
  9. In the clip editor, open the curves of the old transform (it should be shown in yellow as missing). Copy all key frames and paste them into the new transform. Repeat this steps for the position/rotation/scale properties.
  10. Verify that everything is working as expected. Then you can go into config mode and click on "Cleanup" in order to remove the old transform from the project.

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

Best regards,
Peter

Answered

Fingers bend backwards

Anonymous 5 months ago updated 5 months ago 1

When using the finger assistant, the fingers bend backwards.

Is there a way to reverse this?

Image 1420

Answer
Anonymous 5 months ago

It was fixed.

I checked "Bake Axis Conversion" in the model import settings and it was fixed.

Trying to animate custom bone like scarf get this error/warning not all bones/transformation in this project is available in the game object?

Anonymous 6 months ago 0

Hi dev,would love to animate with humanoid my scarf with custom bones from the main armature.But the above warning come up and in the config mode there are error/warning"the are rig configuration where the appropriate joint/transform cannot be found.

Can i get a step by step on how to use custom bones in humanoid rig?Thanks

Answered

Finger rotations not importing correctly for humanoid project

Dat Le 6 months ago updated by Peter - Soxware Developer 3 months ago 1

Hi, I've been using UMotion Pro a lot and love the asset, but this is the first time I've had issues with fingers not animating properly.

I'm using a Humanoid project because my end goal is to convert generic animations I've created and convert them to humanoid animations. My usual workflow is:

1. Import FBX of model + animation into Unity

2. Change Rig structure of model from Generic --> Humanoid

3. Create a new UMotion Humanoid project

4. Set the humanoid model in the pose editor

5. Import the generic clip from the FBX

6. Export the clip (which now saves as a humanoid clip)

However this time, the fingers aren't animating at all when I import the clip (step 5) in my humanoid project: 

Image 1414



The fingers animate fine if I test against a generic UMotion project (not converting to humanoid) though:

Image 1415

I inspected the humanoid avatar, and it looks like the fingers are bending correctly for a humanoid rig:

Image 1416

Can you help me fix the fingers not curling in my UMotion humanoid project please?

Much appreciated

Dat

Answer

Hi Dat,
thank you very much for your support request and for the late reply. I somehow wasn't notified about your post.

The problem could be in the avatar setup of your animation (FBX) file or in the avatar of the humanoid character you use in UMotion. I would try the following:


  1. Ensure that the animation plays correctly on your character outside of UMotion (i.e. assign the animation to your character in the scene and see if it is played correctly).
  2. Create a fresh UMotion project for the character.
  3. Assign the character to UMotion
  4. Import the animation into the UMotion project

If an animation plays correctly on the character in Unity, it will also import correctly in UMotion.

Please let me know in case you need any further assistance.

Best regards,
Peter

Auto-Select all doesn't work in position window

Philip 6 months ago 0
I often manually set positions (and other values). So, I need to clear out the existing values (which are often very long) and enter my own. 

What I do is this: I click on a keyframe, then on "Position". I get the small "Move Tool" window. I click into the X value area, and the entire value is selected. Perfect; I press 3.14 (or whatever) and done. Now I click into the Z value area, and ... Nope. Nothing selected. I need to clear out the value by hand. which is problematic since the left/right keys don't work; they move the scene view (which also wasn't the case for the X field).

Note!!!!!! If I first click in Z, everything gets selected, but then X doesn't work. Seems to only affect the second and later field I click in. Strange.

z axis is swapped for y in curves mode

SamTotman 6 months ago 0

I was making a walking animation, so i followed a former question here on how to set all key frames of the z axis to 0 so it walks in place.

I noticed that in curves the z front axis is being used as the y axis as blender.

Is there an option that changes it to unity default layout or is how the plugin has been set? 

If it is how it has been set will there be a fix for this, its counter intuitive.

Answered

Loop animations changes rotation or position over time

Anonymous 6 months ago updated by SamTotman 6 months ago 2

I have a walk animation that walks forward, the problem is when loop is enabled after a few seconds like 10 to 20 seconds it starts changing rotation or position over time. 


The first and last key frames match on either transforms.

Plays ok for those first seconds then starts moving up or rotating at either axis x, y or z. Seams random the course it takes.

How could i prevent that

Answer
SamTotman 6 months ago

Hi thanks for the quick reply, there is no layers for this animation yet, i've redone it all again, copied the first and pasted on the last again and now its working. 

Thanks anyway, you can delete this post if you'd like, it's not giving the option to do so myself. 

Answered

Importing humanoid Mocap with object

Adrian Taylor 6 months ago updated by Peter - Soxware Developer 6 months ago 1

Hi there,

I have a humanoid Mocap animation that I'd like to edit in Umotion but I'm not sure of the correct way to configure the character. The animation contains a traditional humanoid skeleton as well as a seperate object (in my case the object is a tennis racket) 

The animation is an FBX file and has a heirachy:

What do I need to do to get this working in Umotion, and to save the editded animation so that it can be played back on other humanoid characters?

Image 1413

Answer

Hi Adrian,
thank you very much for your support request. Here is a quick step by step guide:


  1. Drag and drop the fbx file (from Unity's Project window) into a Unity scene.
  2. Open UMotion's Clip Editor and Pose Editor
  3. In the UMotion Clip Editor, click on File --> New Project --> Humanoid
  4. Drag and drop the character from Unity's Hierarchy window into the UMotion Pose Editor's top most field
  5. Import the animations you want to edit by clicking on File --> Import Clips in the Clip Editor
  6. When done animating, click on "Export Clip". If you want to export directly into the FBX file, make sure to adjust the Export Settings accordingly.

Follow-up information:


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

Best regards,
Peter