Answered

How to compare/diff two clips?

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

Is there any way to take two clips that are similar but not identical, and diff them to get a frame-by-frame report on what the difference between the two is?

Use case:  I have a rigged character with three walk animations: walk straight, walk turning left, and walk turning right.  I have another rigged character that only has a walk straight animation.  The two rigs are not compatible, so I can't just add the clips from character 1 to character 2.  Instead, I want to analyze the difference between the straight and the turning walk clips, so I can duplicate the walk-straight clip on character 2 and turn it into a turning clip.

Answer

Hi,
thank you very much for your support request.

You can sync UMotion with Unity's Animation Window (or Unity Timeline). That way you can preview the turning animation on one character using one of Unity's windows, and the one you want to edit/adjust using UMotion. The frame cursors are synchronized which makes comparing the animations very easy.


See it in action: https://www.facebook.com/1783887595207715/videos/1968103476786125/

For more information regarding the sync feature, please check out the manual at the "Unity Timeline Integration" chapter. There is also another video where you can see the sync feature (using Unity Timeline) in action:

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answered

How to make a waist IK?

emrakul3304 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I want to create and operate a waist IK on a model to create a crouching motion or a hip shaking motion. Is it possible to create a waist IK with Umotion Pro?

Answer

Hi,

thank you very much for your support request.


When creating the IK rig using the IK setup wizard, you can simply pin the hands/feet to their current world space position. This ensures that when moving the waist, the hands and feet hold their position/rotation.


Here are the related video tutorials (IK pinning uses the child-of constraint under the hood, please watch the child-of tutorial before watching the IK pinning tutorial):

Please let me know in case you have any follow-up questions.

Best regards,

Peter

Answered

Mirror arm movement

Craig 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I have a walk animation from the Kubold Female animation set, the walk animation has one arm swinging more than the other.  I'd like to mirror the arm swing from one side to the other so that it is more symetrical.  I've followed some tutorials that you posted on Pose Mirroring.  When I select Copy to Other side (Mirror Editing Off) and applied to all frames, the result is that both arms swing together and aren't asymetrical, ie both arms swing forward or backward at the same time.  If I select Mirror Editing On, the same happens.

I have Config for Mirror Mapping looks fine, all joints have their corresponding mirrors correct.

I've semi-solved the issue by offsetting the other arms dopesheet by 50% and moving the latter 1/2 to the front, however there is still some glitching when the arm reaches the 50% point.

I can't help but think that the mirroring isn't working properly, as you described it should in the video (Pose Mirroring @1:01)

Answer

Hi Craig,

thank you very much for your support request.

The mirroring feature works as expected. It just mirrors a pose from one side to the other. This creates a symmetrical arm swinging in your case.


I've semi-solved the issue by offsetting the other arms dopesheet by 50% and moving the latter 1/2 to the front, however there is still some glitching when the arm reaches the 50% point.

Yes that's the correct workflow. When done correctly, it should also loop seamlessly (as you are using the seamless animation of the "source" arm swing as a source animation for the other arm). Make sure that it loops seamlessly when the arms are still symmetrical. When offsetting, make sure that the keys keep the correct relative frame distance. If you are using euler angle rotation mode (you can also switch temporarily to it), you can check if the rotation curves of your arm bones have any seams.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answered

humaniod clip greatly offset after exporting

Anonymous 3 years ago updated 3 years ago 2

Hello! I am using the free asset from this model which comes with some animations. After importing any animation into umotion and exporting it to .anim, playing the animation will cause the model position is offset greatly.

Details:

Model rig animation type: humaniod

Animation controller is not using root motion

I noticed after exporting, the .anim has a new property key called "Animator.Root T". Deleting it will reset my model into the ground.

I also noticed, in umotion editor clip, I have a property called "Hips:Position", which is root motion (and i cannot disable it?). Not sure if it is intended.


I've tried "Generate root motion curve (experimental)" and tried different combination of Bake Into Pose. But no luck

Image 528

Answer

Hi,
thank you very much for your support request. Also thanks for your detailed description, that helped me a lot in understanding/reproducing your situation.

The humanoid anim file generation seems to be wrong due to the scaling that is applied to the hips bone by the original model:


You can easily workaround this issue using one of the following two methods:

  1. If you have 3DS Max or Maya, you can correct the scaling of the hips. I have Maya and it was as easy as importing the FBX and re-exporting. Looks like the units in the FBX where set to meters instead of centimetres thus causing Unity to add the scaling of 0.01 on import. Maya is automatically changing the units to centimetres thus fixing the issue. I can also send you the corrected models if you like (in case you don't have Maya).
  2. You can export your animation into the FBX of the character. This lets Unity create the humanoid animation for you, and it seems to be correct even with the scaled hips. Here are the settings that I've been using (the "Destination File" should be the Golem.FBX file.):


Please let me know in case you have any follow-up questions.

Best regards,

Peter

Answered

Unique layered animations for characters sharing re-targeted animations

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Quick question: We have multiple characters sharing the same animations through Humanoid re-targeting.  This works fine for the most part, but not perfectly.  Would your tool allow us to modify each character individually and apply the changes as a layer?

Answer

Hi,
thank you very much for your support request.

Yes, lets say you have humanoid animation "Clip1.anim".

  1. Then you would create a umotion project for character A and import "Clip1.anim". Do the changes, then export it as "Clip1_A.anim".
  2. Then you would create a umotion project for character B and import "Clip1.anim". Do the changes, then export it as "Clip1_B.anim". 
  3. And so forth.

Please note, that as Clip1_A and Clip1_B are still humanoid, there can still be little re-targeting artifacts. So if you're aiming for very accurate results, I would duplicate your characters and configure the duplicated ones as generic. Then work through them like this:

  1. Create a humanoid umotion project for humanoid character A and import "HumanoidClip1". Do your adjustments and export the corrected clip to FBX (I recommend configuring the FBX exporter to write the animation into the FBX of your generic character). Your animation then is generic and you can use your generic character at runtime.
  2. Repeat for all other characters.

This also comes with another benefit: You save some CPU performance because the animation re-targeting does not need to be executed at runtime. If you later on decide to switch to humanoid again, just configure your generic character as humanoid. All included animations are then humanoid again.

Please let me know in case you have any follow-up questions.

Best regards,

Peter

Answered

Can I create and bind rig to model inside unity?

ara17 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Is it possible, for example, place non-rigged (without armature) model on the scene then create skeleton rig for it and bind it by automatic weight (like in blender) inside unity with this asset, or the only way is to create rig in 3d model software and import it into Unity?

Answer

Hi,

thank you very much for your support request.

Please check out this answer I gave to a similar question: https://support.soxware.com/en/communities/1/topics/12-is-possible-to-make-rigging-in-umotion-from-scratch#comment-4

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answered

Game tab don't work

SaintofBlood 3 years ago updated by Peter - Soxware Developer 3 years ago 3

When I'm looking at the animation at the scene tab, all works. 

Camera preview also shows animation playing correctly. 

But, when I switch to the Game tab, the animation is not playing, objects are kinda "freezed" . 

I've tried reimporting assets and Umotion Pro but this didn't work either.

What could cause this problem and how to resolve this?

Answer

Hi,
thank you very much for your support request.

The scene view tab needs to stay open, otherwise the Update() loop of UMotion isn't executed by Unity anymore (thus makes the animation preview freeze). An easy workaround would be to place the scene view tab next to the game tab so that both are open at the same time.

Why do you want to preview your animation with the game view instead of the scene view?

Best regards,
Peter

Answered

How to animate specific bones only

Anonymous 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Trying to create my first animation and looking to animate only specific key frames so that they are 'added' on top of the currently playing animation.

Thank you.

Answer

Hi,

thank you very much for your support request.

You can add modifications on top of an existing animation using animation layers.


There are two animation layer types:

  1. "Additive" - This adds an offset to the existing animation curve.
  2. "Override" - Completely replaced the underlying existing animation curve with new created key frames. Similar as if you would delete all existing keys of that curve and add new ones.

For more information, click on the black info button next to "Layers" (see screenshot above) to open the related manual page. You can also check out this video tutorial, where I'm using animation layers to tweak existing animations:

Please let me know in case you have any follow-up questions.

Best regards,

Peter

Fixed

Export all clips reports I have a clip with no name

Alan Kent 3 years ago updated by Peter - Soxware Developer 3 years ago 4

Doing Export All Clips, I got a message about a clip not having a name. I might have deleted Clip1 before adding the clips I wanted (I could not find the rename clip so I just started again).

Note: I cannot copy the "log" text so tried to capture a screenshot instead.

Image 520

All the clips in the drop down list have names.

Image 521

It exported all the clips I can select in the drop down list, but failed for an extra 8th one which is not shown in the dropdown list.

Image 522

Not a big deal, just letting you know.

Answer

Fixed in UMotion V1.22p14. This patch release should be available on the asset store in the next few days.

Thanks again for reporting.

Best regards,
Peter

Under review

Unable to edit "Custom Property" name field sometimes.

Alan Kent 3 years ago updated by Peter - Soxware Developer 3 years ago 3

This feels like a bug. I created a "Generic" project, I created a dummy object and added the scripts I wanted to animate properties for. I set that is the pose object. It created the root transform/rotate/scale properties. In Configuration/Properties I set "Properties:" to "Nothing". That made transform/rotate/scale go away. I then added a Custom Property constraint.

The problem is sometimes it will not let me change the "Name:" field for the custom property, other times it does.


At first it felt like only every second one would let me change it. Then I wondered if it was it worked if I changed the value before setting "Mode:" to "Component Property" then it worked. Finally I gave up - it just feels random of whether it will let me change the "Name:" field. I just added 5 in a row and none of them let me change it.

After restarting Unity however it started behavior properly again... so reporting in case useful to you, but an easy workaround (restart Unity). May be its a Unity internal bug.