
Cannot select bone in pose mode with the latest version and Unity 2020.3
Hi all. As the topic said, i cannot click to select bone in the Editor. Is it just me or the update?Since it worked before.TQ

At least one selected transform ist locked.
Hi Peter, I bought UMotion Pro today and I'm really excited. I just have one problem. I would like to animate the backpack with Child-Of Constraint. But unfortunately that is not possible. He shows me that "At least one selected transform is locked".
What exactly am I doing wrong?
Please help.
Thank you and greetings,
Toni

Hi Toni,
thank you very much for your support request and for purchasing UMotion Pro.
By default, non-humanoid bones/transforms are locked in a humanoid UMotion project (i.e. they don't draw a gizmo in the scene view, are not included in the exported animation and are not shown in the clip editor). You can unlock a bone/transform by selecting it in config mode (in the Rig Hierarchy), then under "Properties" set "Visibility" to "Show".
By clicking on the black info icon on the upper right corner of the "Configuration" foldout, you get linked directly to the corresponding page in the manual that explains all the different "Visibility" options.
If you have any further questions, don't hesitate to ask.
Best regards,
Peter

Which files can be excluded from version control?
Hi,
Can I exclude these files/directories from version control without braking umotion?
Assets/UMotionEditor/Data.meta
Assets/UMotionEditor/Data/EditorStates.asset
Assets/UMotionEditor/Data/EditorStates.asset.meta
Assets/UMotionEditor/Data/EditorUndoHelper.asset
Assets/UMotionEditor/Data/EditorUndoHelper.asset.meta
Assets/UMotionEditor/Data/EditorUndoStackPointer.asset
Assets/UMotionEditor/Data/EditorUndoStackPointer.asset.meta
UMotionData/AutoBackups/20210307_152611_umotion_project.bak
UMotionData/AutoBackups/20210307_153234_umotion_project.bak
UMotionData/Temp/EditorUndoStack.dat
UMotionData/Temp/EditorUndoTable.dat

Hi,
thank you very much for your support request.
Yes you can exclude those files from your version control.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Prevent generic object from moving under humanoid rig with root motion
Hello,
I have a human mesh with a humanoid rig and a car prop. The UMotion project is of humanoid type. I want to animate the human entering the car and drive off. From previous posts I understood that any generic objects need to be under the hips. I've done that but if I apply any root motion on the humanoid the generic object will move as well.
Is there a way to keep the generic object frozen in place when applying root motion to the humanoid rig and only move it when I specifically want it to? (i.e. stays in place until the human enters the car then both the human and car will move in the same direction)
I've also seen suggestion for other related issues with IK pinning and child of constraint but I'm not sure how to do this.
Thank you and best regards.

Hi Megakeep,
thank you very much for reaching out.
I honestly wouldn't approach this situation like this. If you are creating this for a static cut-scene or a movie, make your character "generic". "Humanoid" only has advantages if you want to use one animation on multiple characters (animation retargeting) but comes with the additional difficulties and lower animation quality. Generic plays an animation exactly as you authored it (best quality) and works very straight forward. Then create an empty "Root" GameObject and attach an Animator component to it. Make the character and the car a child of the new "Root" and remove the Animator components from the character/car. Now create a "generic" UMotion Project for and assign your "Root" to the Pose Editor. You can now animate both the car and the human and they still move independently.
For more information regarding IK, Child-Of and IK Pinning, please check out the related video tutorials in the video tutorial chapter of the manual.
Another way would be to animate both objects (the car and the character) independently and use Unity Timeline to synchronize them. UMotion's "Sync" button allows you to edit animations in the Unity Timeline context (demo video). More information can be found in the "Unity Timeline Integration" chapter in the manual.
If you are doing a game where the player controls the character at runtime (i.e. walks near to the car, then presses a button to enter the car), this is a whole different story and can't be approached very well with regular "static" animations. You would need path finding to move the character close enough to the door, then use runtime IK solutions like Unity's new IK rigging package to adapt the animation to any offsets that result in different player positions etc. Inspect the way how the GTA titles approach this problem.
Let me know if you have any follow-up questions.
Best regards,
Peter

How to attach props to prop bones without adding them to the project?
Our project has prop bones set up in our skeleton (eg. RightHandPropBone) and we attach props (eg. Sword) to that prop bone at runtime.
When creating animations with Umotion, it's very useful to be able to attach the actual prop to the prop bone at edit time (in this example, parenting Sword to RightHandPropBone) so that we can animate RightHandPropBone with the correct visual in the editor.
However when the sword is attached in this way, UMotion wants to add Sword to the project file the moment I drag the character into the Pose Editor. I don't want to add Sword to the project because it's not actually a bone (it's just a prop parented to a bone). There's also hundreds of props and a dozen characters, so I definitely don't want to add all those props to each of the project files.
How can this be resolved? Thanks!

Hi Quintin,
thank you very much for your support request.
You can set "visibility" to "locked" in the config mode (for the props). This ensures that the props are not included in the exported animation data and that there is no visible representation of the props transform in the UMotion editor.
If you really don't want it to be included in the project, then you can use the UMotion callback system to write a short script that just moves the prop as if it would be parented to the hand (but is not an actual child in the hierarchy). More information regarding the callback system can be found in the manual at "Pose Editor --> Options" headline "Extending UMotion".
public class PropPreview : MonoBehaviour { public Transform Prop = null; private void UMotionUpdate() // <== Use this name in the UMotion callback settings { Prop.SetPositionAndRotation(transform.position, transform.rotation); } }
(Wrote the script out of my head --> untested.)
Assign this script to your UMotion prop anchor and assign the prop you want to preview to the "Prop" field. Make sure that the prop is a separate GameObject and NOT a child of the actual character. Feel free to further improve this preview script (e.g. to contain references to all props and show them as needed).
Let me know in case you have any follow-up questions.
Best regards,
Peter

Ignoring Component Property Error
I'm trying to export an animation with blendshapes as an FBX Binary, but I keep getting a yellow "ignoring component property" error on all the blendshapes in the base layer, everything previews fine, what should I do to fix this?

Hi David,
thank you very much for your support request.
Please refer to the UMotion manual at "Clip Editor --> Import/Export". There is a nice table that compares the features each animation format supports. As you can see on the table, the FBX file format does not support animating Unity specific component properties (like the blend shape weights which are a sub property of Unity's renderer components).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Not all of the animation edits I made in Layer 1 of the Clip Editor are being exported
I've made edits to the head, thigh and calf rotation in a clip using the Clip Editor. When I export the clip and apply it to the exact same humanoid game object in a timeline as I used in the Clip Editor, only the head rotation changes show up, and not the thigh and calf rotation changes. What's gone wrong?
Thanks for your help,
Owen

Hi Peter,
Many thanks you for your kind offer of additional help. I finally had time to get back to this project today, and I find that I am unable to recreate the problem. This means that either I am unknowingly doing something different that's critical to getting it right, or the latest update of Unity has somehow had a positive impact on clearing up the problem. If I find myself having this "problem" again, I will re-check this post for advice and ask for your kind help if needed.
Regards - Owen

please help! i like to edit an existing animation and apply it after changing
the struggle is.... i use the universal shooter kit from the unity store, and they use more then one animation in one file
"SubmachineGun_Animations" file. so i would like to change the animation auto_Shoot and save the changes that i made.
How can i do that ?
ps. extra info:.. the PLAYER that uses this animation will be spawned into the game-scene. !!!

Hi,
thank you very much for your support request.
This is very easy:
- Create a new UMotion project for your sub machine gun. Usually you would just temporarily create an instance of your sub machine gun in your Unity scene. Then create a new "generic" UMotion project and drag & drop the sub machine gun (scene instance) into the pose editor's "Animated GameObject" field.
- Import the animations you want to edit into UMotion ("File --> Import Clips"). You can either select the whole *.fbx and then use the ticks next to each animation clip to select which animation you want to import. You can also drag & drop separate animation clips from Unity's Project Window into UMotion's import window.
- Edit the animation to your liking.
- Open the settings by clicking on the gear icon. Change export type to FBX (binary or ascii is totally up to you). Set "Write Mode" to "Update Existing File". Then under "Destination File" select the "SubmachineGun_Animations.fbx" file.
- Export your animations ("File --> Export --> ..."). The changes are automatically written into the *.fbx file.
Here are some related video tutorials for completeness:
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Key conflict with script execution order
There is a dictionary conflict with the + button at the bottom of the script execution order screen and a umotion key. This means I can't add new scripts to the script execution order manifest while I have uMotion installed.
ArgumentException: An item with the same key has already been added. Key: Assets/Plugins/UMotionEditor/Plugins/Application/UMotionApplication.dll.meta
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <9577ac7a62ef43179789031239ba8798>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <9577ac7a62ef43179789031239ba8798>:0)
UnityEditor.ScriptExecutionOrderInspector.ShowScriptPopup (UnityEngine.Rect r) (at :0)

Hi Kev,
thank you very much for reporting.
This seems to be a Unity bug in older releases of Unity 2020.2. Please update to the latest Unity 2020.2 release (I just verified that this issue does not appear in Unity 2020.2.6f1).
Please let me know in case you need any further assistance.
Best regards,
Peter

All keys lost after changing properties
I just upgraded uMotion to the latest version (from 1.22p11 to 1.24p01).
I changed some properties in my rig (I disabled the scale property in setup for some transforms). I set all keys for all properties, then went back into config to re-enable the scale properties (I wanted to see if it just hides the property or outright disables it). It disabled the property as the transform had keys for position and rotation but not scale. Satisfied I went back into config and disabled scale again.
When I returned to config mode, all my animation keys were gone. So I loaded another clip and that too was wiped. So I checked the others and every clip is blank.
I tried mashing undo, which was able to re-enable the scale properties, but it could not get my animation keys back. I did not edit the other clips, yet they are also blank.
I tried recovering to a backup. An old copy wouldn't load (wrong uMotion version), but a more recent backup had a timestamp from before I started working so I loaded it. Still blank.
I might be able to recover some data by importing my exported clips, but most of my data is now gone.
Is there any way to recover my lost animation work?
Customer support service by UserEcho