
Exported FBX missing model and bones
I exported my model into an FBX file and I just got a mess of empty objects with no models, with each object animation being separated by action. The model is generic and was built in blender, but I added on some empty game objects to the object before I animated it, changing the object hierarchy, and the object the animator was originally on.
Is there anyway to fix this model so it exports like a normal object?

Hi MrK,
thank you very much for your support request.
I guess you've exported the animation with the "Export As New File" mode. This is going to generate an fresh FBX file that only contains the skeleton and the animation. If you want to export your animation together with the mesh of your animated 3D model, use the "Update Existing File" write mode. This mode is also especially recommended when you are using your animation together with Unity's humanoid animation system!
In the "Update Existing File" mode, you select the FBX file of your 3D model (or a duplicated version of it) as destination file. The animation is then written into the existing FBX file (now containing your animation and the mesh of the 3D model).
For more information about all the export settings, click on the "?" button to jump to the related section in the manual.
Please also check out this support request that was related to importing an FBX animation into Blender: https://support.soxware.com/en/communities/1/topics/808-fbx-files-from-unity-to-blender
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Add bones to the spine of an existing character rig?
Can a bone be inserted into a character rig? Not added to the end like a hand added to the arm but inserted in the middle like a new joint or two along the spine. I have a character with too few bones in the spine to properly animate its back arch and would like to add a joint. Can this be done in Umotion or would I have to go to a modeling software and re-rig, re-paint weights and re-animate all past animations on the character?

Hi Giantbean,
thank you very much for your support request.
Can this be done in Umotion or would I have to go to a modeling software and re-rig, re-paint weights and re-animate all past animations on the character?
UMotion does not support skinning (i.e. vertex weight painting). In order to insert a bone you need to use your modeling application of choice (like Blender, Maya, etc.).
If done correctly, you don't have to redo thew whole vertex weight painting. Only the vertex weights of the spine bones would need to be adjusted. Also the existing animations shouldn't be affected too much (the spine would be affected a bit due to the new bone being stiff/not animated in all existing animations and due to the other spine joints being at a different position than before).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Point towards target
Hi. I am making a staff shooting animation. Is it possible to point the staff towards a dynamic target, while doing the shoot animation ? Basically if I point to shoot down, the staff points down, if I point up it shoots up and so on. I am using a non humanoid avatar for the bone rig.

Hi,
thank you very much for your support request.
For something like this you need a runtime IK solution (like Final IK or Unity's animation rigging). An animation file alone can't do this (this applies for all animation files, no matter if created in UMotion or any external 3D modeling application).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

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
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