
How to make circular motions ?
This head movement is imported from a motion capture asset.
How can I use Umotion to make perfect circular motions ?


Hi Bjørn,
thanks for reaching out.
There is no tool to make a perfect circular motion. So the only real option is to do it by hand (switching rotation mode to euler and adjusting the curves directly might help). Please note that a "perfect" circular motion might look very robotic, it's often better to have small imperfections as it makes the animation look more natural.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Pinning IK to transform
Is it possible to pin IK to a transform? Say a rifle run animation where the gun is parented under right hand and i would like to have left hand IK to follow gun grip position?

Hi,
thank you very much for your support request.
Yes this is possible. Please check this answer I gave to a similar question: https://support.soxware.com/en/communities/1/topics/100-two-handed-animations-for-gun
Let me know in case you have any follow-up questions.
Best regards,
Peter

Game object occasionally will not be loaded correctly
Occasionally (but fairly often) after dropping a humanoid game object in the Pose Editor the object will not get fully loaded. The object will take currently loaded clip pose in Pose Editor mode and will go back to a reference position in Config mode but no bones are shown and playing the animation in the Clip Editor won't have any effect.
Other than restarting Unity, what works is to change the layout so that Pose Editor and Clip Editor are closed and then switch back to the layout with both panes open. Generally, once the panes have been "restarted " the model is imported correctly.

Hi,
thank you very much for your support request.
This is a commonly asked question. Please check out the answer I gave here: https://support.soxware.com/en/communities/1/topics/451-animating-with-other-non-humanoid-objects-when-animating-humanoid-characters
Please let me know in case you have any follow-up questions.
Best regards,
Peter

I can't get the bones to show - animating generic objects that have no humanoid bone in their parent hierarch is not supported
I can't make the bones visible in my project. I am not attaching another object (like in other forums). This is my first time using UMotion Pro, so I might be missing something simple but I have spent hours looking for the solution.
Thanks

I just opened unity to have another look and the bones are all there! I didn't change anything, must have been a bug that fixed itself once I closed and opened the project again.
Thanks

Problems with thumb pose
Have some problems with the thumb movement. I can not make the movement natural. It feels like it miss some adjustment for the thumb in the adjuster you have made. I miss some rotating and the possibly to align it with the other fingers . Maybe a option to set it together with the slider that adjust the 4 other fingers that adjust the angel between them.


Hi,
thank you very much for your support request.
Looks like the humanoid avatar isn't setup correctly for your finger (as it bends in weird directions). Make sure that the character's thumb has this pose in the humanoid avatar editor:
Btw. in UMotion you can also use the regular rotation tool to adjust your finger bones (you don't have to exclusively use the sliders).
Let me know in case you have any follow-up questions.
Best regards,
Peter

Exported animation has way more keyframes
Hi,
I've just imported this animation called ArmStretching:
It looks good in uMotion, has about the same keyframes:
But upon exporting theres a heap more keyframes added and the file size has quadrupled:
Any tips on what i'm doing wrong? (On Mac)

Hi,
thank you very much for your support request.
You're probably using the humanoid animation format which requires re-sampling of the animation on import and export. Only the "generic" animation format can be edited directly. Úsually, the re-sampling has no negative impact (it slightly increases the amount of memory used but if you export to *.FBX instead of *.anim, unity can optimize the data to get back to about the same size as the original animation).
For more information about import/export, you might want to check out the "import/export" chapter in the manual. You might also want to check out the FAQ in the manual, it answers some commonly asked questions related to import/export.
If you have any further questions, feel free to ask.
Best regards,
Peter

Adding IK to spine changes hand IK
Hello, I want to make the first spine bone static (or less affected by the hips rotation) during movement animations
(Only weapons use the bodys upper half, and the rotating hip makes running with them look weird at times)
So what I am trying to do is add a 1 bone IK constraint to that first spine bone to have it not rotate along with the hip, but I still want to keep the position.
Is this the correct way to do this? How would I get ik to only use rotation of the ik target? Do you have a different idea maybe

Hi,
thank you very much for your support request.
I would just manually correct the spine rotation so that it's approximately static. If it is completely static, it might look very unnatural. You can use regular FK or if desired an additive animation layer where you just put the counter rotation on top of the actual bones key frames.
For more information regarding animation layers, you might want to check out the following video tutorial:
Please let me know in case you have any follow-up questions.
Best regards,
Peter

What Is Best Practice For Changing Walk Animation Into Crouching Animation?
What is the recommended usage or best practice for using UMotion to achieve the following:
I would like to change a walking animation into a crouching walk animation.
I imagine this is achieved via some combination of IK Pinning and Additive layers but I cannot seem to make anything work.
What is your recommendation for workflow?

SOLVED "Modifying Walking Animation Into Crouching Animation":
The trick is to use IK Pinning on the legs on the base animation layer and lower the hips on an additive layer
*Working with existing animations requires UMotion Pro
STEPS:
- Config Mode > Run "IK Setup Wizard"
- File > Import Animation
- Import Dialog > Switch FK to IK Conversion to "ON"
- Clip Editor > Place Playhead at Frame 0
- Scene View > CMD + A or CTRL + A to select all Character Bones
- Pose Mode > Channels > Add tick mark to "IK Pinned"
- Clip Editor > Layers > Add New Layer > Additive Layer
- Lower Hips (and create your crouching position) > Set Key Frame.

Confused about PickUpAnimation Best Practices
I've examined the included "PickUpAnimation" UMotion Project.
I've been able to reproduce with my own character and a cube object...
I am unable to use the "Child of" Constraint with my own inanimate object when working with a Knight and his sword.
The error I get reads "Animating generic objects that have no humanoid bone in their parent hierarchy is not supported".
- What does this error mean?
- How must gameObjects (swords, guitars, rocks, whatever) be prepared to work with the "Child of" constraint?
- Where within the UMotion character hierarchy must the gameObject be placed (as a child of the bone skeleton, as a sibling to the skeleton)?
What are the best practices here?

Hi,
thank you very much for your support request.
The humanoid avatar maps bones from your character to a pre-defined "humanoid bone". For example a bone named "Character0001_Bone0" might be used as the "Hips" bone. This mapping is done automatically when Unity imports your character as "humanoid", but you can adjust or view this mapping when clicking on the "Configure..." button in the "Rig" tab shown in the inspector of your FBX file. This opens the humanoid avatar editor.
So in other words, your sword must have a parent that is such a humanoid bone (e.g. a child of the hips,...). Which bone you want to choose depends on your use case. If you are primarily making fighting animations, you might want to make the sword a child of the right hand. There are also valid reasons to have two swords (one on the back and one in the right hand), then use a custom property constraint to animate alter the visibility of those as needed. It really depends on the technical requirements and your exact use case.
Adjusting the hierarchy needs to be done outside of UMotion (--> click on "Clear" in the pose editor to temporarily remove the character from UMotion). Then once you've changed the hierarchy, re-assign the character to the pose editor. Then go into config mode and click on "Cleanup" to remove the reference to the old position the sword had in the hierarchy.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho