Answered

Point towards target

thecodehermit 5 years ago updated 5 years ago 2

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. 

Answer

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

Answered

How to make circular motions ?

Bjørn Terje Hansebråten 5 years ago updated by Peter - Soxware Developer 5 years ago 3

This head movement is imported from a motion capture asset.

How can I use Umotion to make perfect circular motions ? 

Youtube video
Answer

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

Answered

Pinning IK to transform

asd123 5 years ago updated by Peter - Soxware Developer 5 years ago 1

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?

Answer

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

Not a bug

Game object occasionally will not be loaded correctly

Adunato 5 years ago updated by Peter - Soxware Developer 5 years ago 6

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.

Answered

Adjusting transforms of prop attached to humanoid

Adunato 5 years ago updated 5 years ago 4
Answer

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

Answered

I can't get the bones to show - animating generic objects that have no humanoid bone in their parent hierarch is not supported

Elsiehar 5 years ago updated by Peter - Soxware Developer 5 years ago 3

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.  

Image 675

Thanks



Answer
Elsiehar 5 years ago

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

Answered

Problems with thumb pose

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 3

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.

Youtube video
Answer

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

Answered

Exported animation has way more keyframes

MarkYak 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hi,

I've just imported this animation called ArmStretching:

Image 664

It looks good in uMotion, has about the same keyframes:

Image 665

But upon exporting theres a heap more keyframes added and the file size has quadrupled:

Image 666

Any tips on what i'm doing wrong? (On Mac)

Answer

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

Answered

Adding IK to spine changes hand IK

Anonymous 5 years ago updated 5 years ago 7

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

Answer

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

Answered

What Is Best Practice For Changing Walk Animation Into Crouching Animation?

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 2

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?

    Answer

    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:

    1. Config Mode > Run "IK Setup Wizard"
    2. File > Import Animation
    3. Import Dialog > Switch FK to IK Conversion to "ON"
    4. Clip Editor > Place Playhead at Frame 0
    5. Scene View > CMD + A or CTRL + A to select all Character Bones
    6. Pose Mode > Channels > Add tick mark to "IK Pinned"
    7. Clip Editor > Layers > Add New Layer > Additive Layer
    8. Lower Hips (and create your crouching position) > Set Key Frame.