Answered

2 IK Questions: IK Handle Sizes & IK Animation Y Coordinates In Timeline

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

Firstly…

  • Is there a UMotion setting for changing the size of all IK handle selectors at once?
    • Is there a default setting that sets the IK handle selectors according to user’s preferences at startup?

Secondly…
I have an IK animation related question:

I wish to use UMotion IK animations to create an animation of a character walking from Position A to Position B while crouching at the halfway point.

In UMotion, the character’s feet remain on the ground throughout the animation. Looks great! But in Timeline, the character’s feet rise up off of the ground to meet the character’s hips instead? Looks bad because he floats in the air at the half way point.

What am I doing incorrectly, here are my steps:

IN UMOTION:

    • I run the IK setup wizard.
    • I then import an animation clip and convert it from FK to IK.
    • I add IK Pinning to the character’s feet.
    • I create a new layer and set it to additive.
    • In the new additive layer, I lower the character’s hips at the halfway point of his animation.
    • It now looks like my character starts the animation from a walking position, crouches half way through, and then stands up again. Perfect! His feet always remain at ground level and I am very happy.

THEN I SWITCH TO TIMELINE

  • I drag the character to Timeline as an Animation Track.
  • I add an Override Track to the Animation Track and set keyframes for the character’s Position A in world space.
  • I move forward on Timeline and create keyframes for the character’s Position B in world space.
  • On the character’s main animation track I add the walking animation I created in UMotion.
  • The character’s feet rise up off of the ground to meet the character’s hips. Looks bad because he floats in the air at the half way point.
  • The only way I can ‘fix’ this is to add Timeline keyframes for the character’s Y coordinates to offset what is happening?

Something is wrong with my workflow, but I don’t know what it is. Can you assist?

Answer

Hi,

thank you very much for your support request.

Is there a UMotion setting for changing the size of all IK handle selectors at once?Is there a default setting that sets the IK handle selectors according to user’s preferences at startup


When creating the IK handles with the IK Setup Wizard, you can adjust the size directly in the IK Setup Wizard. You can also save your current settings as a preset which you can then load in other projects.

If you've already created the IK handles, you can adjust their size by going into "Config Mode", select all the handles you want to adjust and then under the "Properties" tab you can adjust the size parameter to your liking.

In the "Options" tab shown in the pose editor (accessible from pose mode and from config mode) you can adjust the overall size of all the visual representations.


Secondly…
I have an IK animation related question:

Does your exported (*.anim) animation look correct when previewed in the inspector window (compare the animation previewed on the default avatar vs. previewed on your model, with and without IK)?


If the preview already shows this issue, try adjusting the Y axis related root motion settings shown in the inspector window. Enabling "Bake Into Pose" and setting "Based Upon" to "Original" usually helps.


If the animation is previewing correctly, then the issue is somehow related to your timeline workflow.


Best regards,
Peter

Answered

import error with muscle groups

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

Hi there. Having an issue with Muscle groups, upon importing an animation, it doesn't seem to recognize the groups from the avatar I guess...? It worked fine until I recently noticed the hands in the Umotion exported Animations were acting like penguin flippers, wings? Whatever you get the point :) Attempted multiple models and multiple animations to no avail.

Image 632

Answer

Hi,
thank you very much for your support request.

Looking at the error message in your screenshot, it just looks like the humanoid avatar of your imported animation does not have bones setup for the eyes, the jaw and the left ring finger bones. You can check this by selecting the animation's *.fbx file in Unity's project window. Then in the inspector, open the "Rig" tab and click on "Configure".


This is going to show you the avatar definition and if you check the slots for eyes, jaw and left ring finger you should see that they are empty. If you need theses bones (eyes and jaw are usually not needed), assign the corresponding bones there.

If you have problems with your humanoid animation not playing correctly, it's also most likely an issue with an invalid humanoid avatar setup. Make sure that the humanoid avatar (shown in the avatar config editor that we've accessed above) of your character and the animation you want to import is in a perfect T-Stance and that all bones are displayed in green.


After adjusting the avatar of your character, you need to re-export your animation from UMotion for the changes to be applied. If you've changed the avatar of the animation you want to import, you need to re-import it into UMotion for the changes to take affect.

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

Best regards,
Peter

Answered

Preview collider with custom property constrain

José Pizarro 3 years ago updated by Peter - Soxware Developer 3 years ago 3

I'm modifying collider's properties through Custom Properties. It's there a way to preview the collider gizmos while the property is being edited?

Answer

Hi José,

thank you very much for your support request.

The traditional visualization of the colliders is only drawn when the GameObject is select (which UMotion doesn't let you). 


But there is a different way to show the colliders:
In Unity's main window, click on "Window --> Analysis --> Physics Debugger" to open the physics debugger. In the scene view's lower right corner, there is now a small floating window named "Physics Debug"  (UMotion's tool assistant window might overlap this window by default, make sure to drag it away). Make sure to set the check mark for "Collision geometry". This is going to show all colliders in your scene even when not selected.


If you have "Preview" enabled in the "Custom Property" constraint, you can now see your collider changing live.

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

Best regards,
Peter

Answered

Mirror right hand to replace left hand in mocap clip

DavidBarnes 3 years ago updated by Peter - Soxware Developer 3 years ago 4

I have a motion capture where the left hand capture ( hand and fingers ) is jerky and at times frozen. I want to recover the clip by copying and mirroring the right hand and fingers to the left.

Can this be done with UMotion Pro and if so how? Thank you!

Answer

Hi David,

thank you very much for your support request.

Yes this can be done but is a semi automatic process. The following video covers exactly your use case (the copy to other side part starts at 10:13 but you might want to watch it as a whole as it is also showing how to fix mocap animations):

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

Best regards,

Peter

Answered

Is there a fast way to add keys to all currently selected properties?

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

If I right-click at the top of the dopesheet, I can add keys to all properties at that point.

Is there a way for me to add keys to that point for all currently selected properties and not just for everything?

Answer

Hi,
thank you very much for your support request.

Yes via the pose editor. Under the "Animation" foldout, click on the "Key Selected" button (shortcut "Enter") then a context menu opens and then you can select if you want to create keys for position, rotation, scale (or all of them).

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

Best regards,
Peter

Answered

Suggestion: only show properties that have key frames

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

Hi there!

Pretty much what the title says. On one layer, I am using only three out of 40 properties. Would be cool to "hide" the other properties, based on if they already have a keyframe.

Answer

Hi,

thank you very much for sharing your idea. New ideas are always welcome.

I've took a note on my "ideas for the future" list. I use this list to decide/prioritize new features.


Best regards,
Peter

Under review

Cannot select bone in pose mode with the latest version and Unity 2020.3

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

Hi all. As the topic said, i cannot click to select bone in the Editor. Is it just me or the update?Since it worked before.TQ

Answered

At least one selected transform ist locked.

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

Hi Peter, I bought UMotion Pro today and I'm really excited. I just have one problem. I would like to animate the backpack with Child-Of Constraint. But unfortunately that is not possible. He shows me that "At least one selected transform is locked".

What exactly am I doing wrong?

Please help.

Thank you and greetings,

Toni

Image 626

Answer

Hi Toni,

thank you very much for your support request and for purchasing UMotion Pro.

By default, non-humanoid bones/transforms are locked  in a humanoid UMotion project (i.e. they don't draw a gizmo in the scene view, are not included in the exported animation and are not shown in the clip editor). You can unlock a bone/transform by selecting it in config mode (in the Rig Hierarchy), then under "Properties" set "Visibility" to "Show".


By clicking on the black info icon on the upper right corner of the "Configuration" foldout, you get linked directly to the corresponding page in the manual that explains all the different "Visibility" options.

If you have any further questions, don't hesitate to ask.

Best regards,
Peter

Answered

Which files can be excluded from version control?

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

Hi,

Can I exclude these files/directories from version control without braking umotion?

Assets/UMotionEditor/Data.meta
Assets/UMotionEditor/Data/EditorStates.asset
Assets/UMotionEditor/Data/EditorStates.asset.meta
Assets/UMotionEditor/Data/EditorUndoHelper.asset
Assets/UMotionEditor/Data/EditorUndoHelper.asset.meta
Assets/UMotionEditor/Data/EditorUndoStackPointer.asset
Assets/UMotionEditor/Data/EditorUndoStackPointer.asset.meta
UMotionData/AutoBackups/20210307_152611_umotion_project.bak
UMotionData/AutoBackups/20210307_153234_umotion_project.bak
UMotionData/Temp/EditorUndoStack.dat
UMotionData/Temp/EditorUndoTable.dat

Answer

Hi,
thank you very much for your support request.

Yes you can exclude those files from your version control.

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

Best regards,
Peter

Answered

Prevent generic object from moving under humanoid rig with root motion

Megakeep 3 years ago updated by Peter - Soxware Developer 3 years ago 4

Hello,

I have a human mesh with a humanoid rig and a car prop. The UMotion project is of humanoid type. I want to animate the human entering the car and drive off. From previous posts I understood that any generic objects need to be under the hips. I've done that but if I apply any root motion on the humanoid the generic object will move as well.

Image 624

Is there a way to keep the generic object frozen in place when applying root motion to the humanoid rig and only move it when I specifically want it to? (i.e. stays in place until the human enters the car then both the human and car will move in the same direction)

I've also seen suggestion for other related issues with IK pinning and child of constraint but I'm not sure how to do this.

Thank you and best regards.

Answer

Hi Megakeep,

thank you very much for reaching out.

I honestly wouldn't approach this situation like this. If you are creating this for a static cut-scene or a movie, make your character "generic". "Humanoid" only has advantages if you want to use one animation on multiple characters (animation retargeting) but comes with the additional difficulties and lower animation quality. Generic plays an animation exactly as you authored it (best quality) and works very straight forward. Then create an empty "Root" GameObject and attach an Animator component to it. Make the character and the car a child of the new "Root" and remove the Animator components from the character/car. Now create a "generic" UMotion Project for and assign your "Root" to the Pose Editor. You can now animate both the car and the human and they still move independently.


For more information regarding IK, Child-Of and IK Pinning, please check out the related video tutorials in the video tutorial chapter of the manual.


Another way would be to animate both objects (the car and the character) independently and use Unity Timeline to synchronize them. UMotion's "Sync" button allows you to edit animations in the Unity Timeline context (demo video). More information can be found in the "Unity Timeline Integration" chapter in the manual.


If you are doing a game where the player controls the character at runtime (i.e. walks near to the car, then presses a button to enter the car), this is a whole different story and can't be approached very well with regular "static" animations. You would need path finding to move the character close enough to the door, then use runtime IK solutions like Unity's new IK rigging package to adapt the animation to any offsets that result in different player positions etc. Inspect the way how the GTA titles approach this problem.


Let me know if you have any follow-up questions.

Best regards,
Peter