Are videos enough to learn the package?
I got the pro package, are videos enough to learn, seems UI has bit a changed since 2017, I just wanna make basic FK and IK animations, extremely basic like 2 frame changes! :)
Hi,
thank you very much for your support request. Yes, the videos are still up-to-date and are a perfect way to learn UMotion Pro. Here is a nice overview of all existing video tutorials: https://www.soxware.com/umotion-manual/VideoTutorials.html
There are 2 categories of videos: Some explain the functionalities of UMotion by going over UMotion's UI step by step (they are listed under "General" and "UMotion Pro") and some show UMotion's capabilities on actual use cases. These are called "UMotion In Practice".
Please let me know in case you have any follow-up questions.
Best regards,
Peter
What do you need to prepare a mesh?
Hello, i ve purchased the UMotion asset, and i would like to use my own model created in blender by me. The thing is, that i have created just the character, but what do i need to do to it so i can export it/use it in unity? Should i add the bones inside blender, or is that done automatially in UMotion?I ve attatched the model i ve created in blender, with the rig created via Rigify and Rigify To Unity. Male_Normal_Var1_Template.blend
Thank you for your time!
Hi Razvan,
thank you very much for your support request.
Yes, the bones need to be created in Blender. Alternatively, you can also use the free online service Mixamo to let it automatically create the bones for you.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
What is Umotion capable of?
Im editing humanoid animations on unity using the curves and Im about to do it more often and I REALLY dont want to go to another software to do it.
My question is what can I do using UMotion Pro? What are the limits compared to traditional softwares?
At moment I have to move/rotate each bone, and thats really slow!
Also, UMotion has a discord or this forum is the only way to get help?
Hi Thiago,
thank you very much for your support request. With UMotion Pro you can use IK, so you don't have to move each bone of an arm or leg individually.
UMotion also has a free community version with a limited feature set that you can try before buying.
If you need help, this forum here is the right place to ask. There is no UMotion Discord server.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
IK preview looks jerky in UMotion, but smooth in Unity Timeline
Hi,
I'm editing a motion using IK in UMotion Pro. While working on a jump animation, I noticed that the knees "snap" or move abruptly when they are fully extended. I spent a lot of time trying to make it look smooth in the editor, but eventually gave up because it never looked quite right.
However, when I exported the animation and played it in Unity's Timeline, the motion looked smooth and properly interpolated—much better than what I saw in UMotion's preview.
Is there any way to make the IK preview inside UMotion more closely match how the animation will look in Unity? I’d really like to edit with more confidence, seeing what the final result will actually be.
Are there any settings or modes I should enable for this?
Thanks in advance!
(*This message was written with the help of ChatGPT to assist with translation.*)
FBX Export breaks pose
Hi,
This is my Export settings:

Using this settings, I could export an Animation to FBX format, but the poses are broken and not animated at all.

This is an original pose in UMotion editor.


These are the broken pose in the exported FBX.
Hi,
thank you very much for your support request.
The best way to export humanoid animations to FBX is by using the default setting (i.e. "Export to existing file"). Make sure to select the character's FBX file (of the character that you have assigned to the UMotion Pose Editor) as destination file. If you select the wrong FBX file as destination file, you get the errors tha you've mentioned in your other support request.
Unity's humanoid animation import pipeline works best when having a character mesh in the animation file. UMotion can only export the animation data itslef (not the mesh) so the "Export to existing file" mode is the way to have both mesh and animation data in the FBX file.
Best regards,
Peter
Export as a FBX always fail
Hi,
I got the following error message whenever I try to export an animation as a FBX format.
Couldn't load "Assets/.../umotion_project.fbx"
pivit move to center
I edited an animation in UMotion Pro, but when I play the animation, the player's pivot moves to the center.
Hi chaitanya,
thank you very much for your support request.
- Have you used the same character inside UMotion Pro as the one you are playing the animation on?
- Does your character have scaling applied to any GameObject between the hips and the root?
- Does the animation preview correctly in the inspector when you have the *.anim file selected?

- Also, please try playing with the root motion settings shown in the inspector window of your *.anim clip.
- Please try exporting the animation into the character's FBX model (instead of using the *.anim export). Further help on export settings: https://www.soxware.com/umotion-manual/ProjectSettings.html#ExportSettings
Please let me know how that goes.
Best regards,
Peter
Cannot download even if I agree to Eula
I purchased the software during this summer sale and tried to download it.
The package manager displayed “Please agree to the Eula”, so I read the Eula displayed on Google Chrome and pressed “Agree” at the bottom, but I cannot download the package.
When I press “Agree”, I am redirected to the UnityAssetStore top page, but nothing happens.
Hi,
thank you very much for reaching out. I'm sorry to hear that you are having issues downloading your purchased asset from the Unity Asset Store. Please contact the asset store support for further assistance, as we as an asset provider do not have control over this type of asset store functionalities.
Thank you very much and I'm really sorry for the inconvenience.
Tip: Please double check that the account you are logged in inside your Unity editor is the same which you used to purchase the asset (and confirmed the Eula).
Best regards,
Peter
Anim Clip Disappeared
Wanted to try out this tool before buying the Pro version, but I encountered a worrying problem today.
After creating a new clip, and animating with it, I exported the animclip and continued working on the project. After a while, I went back to ClipEditor and the new clip that I created earlier was gone from the umotion project.
Is there some bug in the umotion asset autosaving or could the data have been removed from an undo operation in another part of the editor?
Fortunately, I could restore the project from backup and the new clip came back.
Has anybody else encountered this issue before? I hope it gets fixed.
Hi,
thank you very much for your support request. At the time of writing, I do not know of any bug that could cause an animation clip to disappear from a UMotion project.
But here some additional information, that might help you explain your situation:
Unity saves *.asset files (like the UMotion Project file) as soon as you click on "File --> Save Project" or if you close Unity. Unintuitively, pressing CTRL + S only saves the scene, not all the *.asset files in your project.
UMotion does use Unity's undo/redo stack. So yes, when undo-ing in a "incautious" way you can accidentally undo changes done inside of UMotion.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Help! Struggling to convert animation to work on VRM model
Hi,
I created some animation in Cascadeur, exported it to Unity, and I'm trying to have the animation play on the VRM model so that I can use the physics feature. I followed the tutorial, and no matter what configuration I choose, it just doesn't work. The outcome is that either the model is a mess, or it doesn't move. The animation comes as Generic, and I have already tried converting to Humoid or vice versa.
I appreciate someone reaching out on this soon as possible.
Thanks.
Never mind! I am an idiot! I thought the idea was to use any animation, and you use a FBX model to apply that said animation to. I misunderstood it, but now I've got it working.
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