
Blendshape Animation Multiplies in Size
Hello,
I'm editing an animation in Umotion but since the animation contains blendshapes I can't save it as an fbx. The alternative .anim export is uncompressed, resulting in increased file size. Do you have any suggestions that would resolve this issue?


Hi,
thank you very much for your support request.
Unfortunately only the FBX export can make use of Unity's animation compression pipeline. One thing you could do would be to export your animation twice (once as *.anim and once as *.fbx). Then you can copy the compressed animation data from the fbx into the *.anim that also contains the blend shape data. You can copy and paste the keys using Unity's animation window. Unfortunately there isn't a more comfortable way I'm aware of.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Recreating an animation not refreshing
First of all this product is fantastic. I am moving forward at an incredible rate in my creation.
But here is where I am having trouble.
I have the Umotion project where I create animations for my character.
I then export current clip.
Then drag that anim to the folder of the secondary project, which is also open. This works!
But when I modify the Umotion anim and copying it to the secondary project folder I press preview and the new animation doesn't take effect. I got this working at one time but now I can not find what I need to do so the animation in the Unity anim timeline performs the changes I made.
The timestamp on the modifed anim in file explorer shows the latest too.
Any ideas? Thank you in advance.

Hi,
thank you very much for your support request.
I found the discrepancy. The model jumps to position 0,0,0 when the Unity animation preview button is pressed. When game play is pressed the model stays in its position and the animation takes place at that new relative position of the model placement instead of snapping to 0,0,0.
You mentioned that you're using the animation in Unity Timeline. There are dedicated settings in Timeline that define how the start offset should be handled. If you select the animation track, you get this choices shown in the inspector:
And if you select the animation clip (in Timeline), you have this settings:
Hope this helps. If there is still something unclear, let me know.
Best regards,
Peter

Blender Armature not same in unity
Hi, I am not sure what exactly am I missing here. As you can see the armature in Umotion differs from the one I made in blender.
1: Why does it automatically connect the two child top bones to the main one ? ("bone" to "Bone.001" and "Bone.002")
2: Why are the end bones not there?("Bone.002" and "Bone.004") If I move the down edges of "Bone.001" and "Bone.003" then "Bone.002" or "Bone.004" are moving.
I exported the mesh as FBX from Blender and the rig in unity is set to generic.

Hi,
thank you very much for your support request.
1: Why does it automatically connect the two child top bones to the main one ? ("bone" to "Bone.001" and "Bone.002")
Because the FBX file does not store any information about which bones should be visualized as "connected" and which bones should not. You can change such visualization things in UMotion's config mode. If you want to hide the connection of a joint to it's parent, set the "Parent Link" property to "Hidden":
The only thing left now is to figure out why are the end bones disappearing in Umotion
In your first picture, you can see that the end joints have been imported by Unity (the cubes) but the end joints are not bound to the mesh (thus not displayed as bones but as regular transforms). If you want them to be imported correctly, you need to make sure that the end joints are also skinned.
In your second picture the end joints are completely gone (due to changed export settings in Blender?). 90% of the time, this is how a model is imported into Unity. So this is a common situation. There are two ways you can deal with this:
1) You can select this joint whenever you want to rotate the last bone:
2) Or if you really want the last bone to appear, you can also create custom joints for the end joints inside UMotion. This is covered in this video tutorial:
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Animation not playable in Umotion clip editor but plays in Unity's player?
Oops. My bad. I did not have this gameobject in the Pose editor. Possibly leave this here for others to find?
No play button option and when skipping to next frame model does not move like the keyframe points show in clip editor.
This clip was exported to another project and works fine over there on a like character. But motion is not in that project.

Hi,
thanks for your support request.
Op answered his question by himself:
Oops. My bad. I did not have this gameobject in the Pose editor.
Best regards,
Peter

Timeline Sync Position/Rotation Offset
Hello,
when I syncronize a clip from the timeline, the position and rotation offset from the timeline clip are not adopted (AnimationPlayable Asset Settings). Is there a way to fix this? Since I want to adjust the animation to interact with other objects in the timeline, I need the exact position

What is the workflow for copying animations from project to another?
I have the same mesh in two projects. I work in umotion project to create animations then I have same mesh in game project.
I export clip from umotion project and copy animation file to game project. When I load into animator in game project the animation property lines display incorrect items from Unity's humanoid rigging.
Is it possible to use one project anims in another? Do I need to run the umotion clip editor in destination game project?

Hi,
thank you very much for your support request.
Yes the way you described it should work. As soon as you exported to *.anim (or *.fbx) from UMotion, the animation is a regular animation (like any other). You need to make sure that the character in both projects is also configured the same way (e.g. configured as humanoid in both projects). You can't use a "generic" animation on a "humanoid" character for example.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Locking hand rotation to forearm
In your hand Ik demo when you pull the hand it stays in line with the forearm. When I use that IK transform the hand does not. It always points to it own original target line. How do I get the hand to stay in line with the fore arm when moving the hand in Ik?

Hi,
thank you very much for your support request.
By default, the rotation of the last joint in your IK chain is driven by the IK handle's rotation. You can change this to use the local FK rotation of the joint itself in the IK constraint settings:
This setting is also available via the IK setup wizard:
If I recall correctly, the default value was changed in the past that's why it might be different in the video tutorial.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

third person
good evening, any advice on how to start up a TPS animation using umotion pro?

Hi,
thank you very much for your support request.
I would start with the general quick start video tutorial (and the following in-depth tutorials) to learn the basics of UMotion. Check out the "Video Tutorials" chapter in the UMotion manual. It gives you a nice overview of all the video tutorials available.
There is also a dedicated video tutorial on how to animate first person arms + a gun. The same principle would apply no matter if it's only just arms you're animating or if you're character has a complete body.
For doing stuff like walking animations etc. I recommend starting with an existing animation (e.g. from the asset store) and try to adjust it to your needs. Using animation layers / masks in your Unity animator controller, you would then mix e.g. the walking animation (affecting the whole body) with the gun related animation (only affecting the arms and the weapon).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Feature Request: Double click for add key
Suggestion for below features in clip editor:
- Double click on dopesheet allows adding a new key on corresponding time
- Double click on curve allows adding a new key on corresponding time
Reason:
For faster editing. If I want to add key on several components at different time, I may need to repeat the 'drag timeline->select component->Key Selected->Add Key' process multiple times. Add Keys by simply double clicking should be more convenient.

Hi,
thank you very much for sharing your ideas. I really appreciate that.
I also do think that double clicking to add a key would be good addition to the current workflow. I've taken a note on my "ideas for the future" list. This list is taken under consideration when deciding on new features for every new version.
Don't hesitate to contact me in case you have any questions or any further ideas.
Best regards,
Peter

hips
This asset is what i thought it would be. extremely easy to use and set up and makes animation a breeze. The only thing thats missing is IK for the Hips /Pelvis. I did the whole ik pinning for the feet but what about the spine? every time i adjust the hips I have to adust the spines neck and head too. Why isn't there ik for the hips? I want that. I need that. its an important part of my animation techniques,

Hi,
thank you very much for your support request.
The UMotion IK constraint can be used on any type of bones. It's just that the IK setup wizard does not create IK for the spine. You can add IK to your spine manually.
Please watch the IK video tutorial to learn how IK constraints can be setup manually (first part of the video covers the IK setup wizard, second part the manual setup):
I personally prefer using FK for the spine though. When you select all the spine bones and use the rotation tool, the rotation is automatically smoothly distributed between all selected bones. That creates a really smooth bending while still maintaining full control over each and every individual bone (due to FK), something you loose when using IK instead.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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