
Can PoseEditor allowed prefab files?
I use UMotionPro and love it. Thanks for the great assets.
UMotionPro currently supports only fbx files imported into Unity (I think it is identified by UnityEditor.ModelImporter)
Is this restriction of only fbx files mandatory? For example, is it technically possible to use UMotionPro for a prefab character created with a gltf file and a custom importer?
[Background]
In Japan, there are many projects that use character models in vrm format using UniVRM (https://github.com/vrm-c/UniVRM). This UniVRM is serialized in preflab format.(but it is very similer to fbx humanoid)
Many Japanese developers would be very happy if UMotionPro can apply PoseEditor to prelab as well.

Missing animation event in FBX export
I recently purchased UMotionPro.
Thank you for the great assets.
I added the animation events on UMotionPro and saved them as *.fbx.
However, I could not load that information into *.fbx.
How can I load the animation event?

I am trying to add the guitar in the prefab so it moves with the upper part of body.
I am trying to add the guitar in the prefab so it moves with the upper part of body. I am not really sure where to put it, and I got the message that there are no mesh assigned, so not allowed to use the prefab.Whai is the right way to do it ?


Hi,
thank you very much for your support request.
A UMotion project always remembers the hierarchy of your game objects. In order to change the hierarchy either create a new UMotion project (that's the simple way) or if you want to keep using the current UMotion project do the following:
- Click on "Clear" in the Pose Editor so that the object is not assigned to it anymore.
- Drag and drop the guitar to the new position in the hierarchy. If you want that it moves with the upper body, make the guitar a child of one of the spine bones for example. In case your game object is a prefab, you need to do this change inside the prefab (editor).
- The following applies only to your current situation: From the warnings you get in the video, there is at least one GameObject named "Guitar" that has no mesh assigned to the skinned mesh renderer component. Remove that one from the hierarchy. There should be only one "Guitar" in it. You can use the search bar of Unity's hierarchy window to easily find it.
- Re-assign the character to the pose editor. Confirm the appearing dialog.
- Switch into config mode and click on the "Cleanup" button. This removes the old entries of the Guitar (where it was still on the old position in the hierarchy).
If you have any further questions, please let me know.
Best regards,
Peter

Okay so after countless hours of searching the web and the forum, I still can't figure out how to copy paste keys from one clip to another.
It should be working at least with IK... With FK I get it cause hierarchically the parent bones need to receive values as well...
Here I am trying to copy paste all the relating keys of the Foot_IK over to the same Foot_IK of another clip
Copying just Translate and Rotate didn't work so I got desperate lol
As an alternative method I'm using the border edges of the editor as guidelines to match the foot in the other clip...
Please help? ^^
Thank you again,
David

Hi David,
thank you very much for your support request.
You need to think about in which coordinate space the position/rotation keys are stored in. When using IK Pinning, the coordinates can either be in local space (= not pinned) or in "world space" (= pinned; I've put world space at quotes because in reality the coordinates are relative to the root GameObject as real world-space is technically not possible).
So when you are copy and pasting, keys from one animation clip to the other you have to make sure that both are in the same "IK Pinned" state (otherwise you might be mixing coordinate systems which results in wrong poses). That's why you have experienced that it might be sometimes necessary to copy the IK Pinned key with it.
If you want to copy a foot IK handle key in such a way that in both clips it has the same world space position, make sure that IK Pinning is enabled in both animation clips. Then copy and pasting makes them appear at the same spot.
For FK keys, if you want a bone to end up at the exact same world space pose you need to copy & paste the rotations of all parent bones.
In some situations, you might want to copy and paste a world space rotation/position in a more generic way (e.g. between different bones). In that case, use the menu button of the position/rotation tool assistant and click on "Copy Position" or "Copy Rotation" (attention, the current tool pivot local/global does matter).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Huge difficulty trying to do simple animation transitioning, what is the proper way? Mecanim does it perfectly...
Something that the Unity mecanim Transition system takes care of very well... And I have been using that instead... Though this doesn't mean UMotion should be absent of the same quality... And maybe it doesn't (I don't know).
Maybe there's a feature missing, like a weight parameter that slowly increments/decrements to blend the animation in an Additive or Override Layer.
I know UMotion's architecture won't allow foundational changes for this specific feature without breaking the rest of the program but maybe you could find a way to build upon it instead.
I've got an animation called "RunStop". The character runs and then stops to a standstill in a rest pose... I want to replace and "blend" an aiming pose into the rest pose using an Override animation layer... To create a second "RunStop" animation, but in this one he ends in an aiming stance instead of a rest stance. Unfortunately the animation snaps to the next pose. I cannot find a way to smoothly "Transition" the animation.
Copying the pose from the Aim stance on an additive layer on the "RunStop" clip glitches up the character to the point that you don't wanna deal with it. I was hoping with the additive layer the blending would work at least. Maybe this is a bug, I don't know.
All-in-all, the basic yet somewhat childish statement I am making is: Unity mecanim is doing it perfectly for me, why can't UMotion..?
I hope to find some guidance on doing proper animation transitions & blending.
Thank you so much for the last update and for all of your help. Let me know if there's anything you need from me.
Best,
David

Hi David,
thank you very much for your support request and thanks for providing your feedback. That is very valuable for me.
Unfortunately there is currently no simple way to smoothly blend several animation clips together in UMotion to produce one final clip. At a minimum this would require to animate the weight parameter of the animation layers blend property (which is not possible at the time of writing). But thinking this further, that would still have some limitations because the current UMotion layers UI was primarily designed for adding precise modifications on top of an existing animation clip. In order to mix/transition ready made animation clips, a UI similar to Unity Timeline (where each animation clip is just a box + different animation tracks) would probably be easier and more effective to use as it allows you to easily offset and blending (multiple) animation clips with each other. As soon as you have more than 2 clips you want to blend (and want to correctly offset them to each other), the current layer system of UMotion might be cumbersome to use.
So doing this correctly would require a new tool or at least a new perspective within UMotion that has a UI primarily designed for "Animation Mixing". While I agree that this would be very useful, I can't promise anything as of now.
PS: Of course Mecanim is a perfect way of doing the animation mixing (at runtime). Animation blending is what Mecanim was made for. Doing simple transitions in UMotion would only have an advantage if you wnat to save a bit of CPU performance as the transition is pre-baked (but at the cost of additional memory usage as that would most probably mean that you have to pre-bake each and every transition combination which can be a lot).
Let me know if there is anything else I can help you with.
Best regards,
Peter

Can't select any bones
I can't select bones - every time I click on one it immediately deselects.
Same thing happens why I try to click the name of the bone as well.

Trasform does not exixst or are at different position
Hello,
I have some animation, in this case is walk. I'm truing to rotate the animation 90° (I need walk forward, left and Right for Emerald AI) and when I'm trying to import the animation in the Clip Editor I get this message.
How can I solve this? what can I do?

from pinning to parented
Hi, I was wondering if I could have and object pinned in real world and then parented to character hand with key frames. It looks like you have to choose which one to use and can't change it in real time.

Hi,
thank you very much for your support request.
That is not possible with pure animations (and no scripting). Animations can only reference things that are a child of the Animator component that is playing the animation. So you would need to do the parenting with a script and afterwards play an animation that already has key frames for the new child object. You can also use an empty "mount point" transform that always exists as a child of your character/animator component. Your animation has key frames for the mount point and your script attaches things to the mount point in the right situations.
Let me know in case you have any follow-up questions.
Best regards,
Peter

A -/+360 feature or Euler Filter fix?
Is there a way to edit/subtract/add a value (360) on a keyframe position?

Fixed in UMotion V1.25. Arriving soon on the asset store. Thanks again for reporting.
Best regards,
Peter

Automatic Euler Conversion on Import, and a few other suggestions
The title says it, this is the main feature that would definitely speed up my workflow :)
Among this one I have a few others (some I came up with myself) that are pretty self-explanatory.
But I will Elaborate:
- An automatic "Loop Pose" button (choose start or end frame to be copy/pasted over to other end of clip)
- A "Pin For Whole Clip" button (Automatic pin start/end keyframe and removal of everything inbetween)
- A "Preview Transition" feature (choose the clip you want to transition to, max 2 for start and end of the main clip)
- A "Camera Tracking" feature (Not only Focus but also the Shift + F feature that allows you to follow a GO, would be incredibly handy with checking out the Root Motion cause my character always runs away from me :( )
- A "Motion Intensity" feature (allows us to increase/decrease the up/down scale of multiple channels and curves; ie. a character's breathing animation is too exaggerated, by scaling down the curves vertically we can decrease the motion intensity, this is perfect for control over the exaggeration principle in animation)
- Pivot placement (for trajectories and COG control) (Blender's 3D cursor is a very popular feature and prime example)
- Trajectory Visualization (A line that shows the object's positional data of the whole clip in 3D view)
- Of course, last but not least, onion skinning (ghosting)
These would all be features that would make any animator go wild.
Thank you again Peter :)
Best,
Dave

Hi,
thank you very much for all your ideas.
I've took notes of all of ideas (some of them have already been requested by other users in the past). I can't promise when and which features are going to make it to a release, but be ensured that your ideas help me a lot in prioritizing where to spend my development resources on.
Best regards,
Peter
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