Interface access current edit bone data
I wrote a ruler&protractor script try to catch bone's transform variable, but skeleton in scene did not actually move, seems play graph only.
it'll be great to have a window access editing frame data
Hi,
thank you very much for sharing your idea. I really appreciate that.
When you've assigned a character to the Pose Editor, any changes you do externally (e.g. via a custom script) to any of the bones/transforms of said character are going to be overwritten by UMotion every time UMotion updates the pose. The only way to change the pose of your character is via UMotion's callback mechanism. The callback is called every time UMotion finished updating the pose, thus allows your script to add modifications on top of it. For more information, please check the manual at "Pose Editor / Options" headline "Extending UMotion".
UMotion also has a dedicated UMotion API that gives scripting access to some features of UMotion. Unfortunately, the bone data is currently not exposed via this API. I've took a note to expose this in the future, but can't promise anything as of now.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
RootMotion problem
Somehow humanoid's hips transform show "different difference variable" between local coordnate and global coordnate,which cause rootmotion inaccurate.
"different difference variable">>between two frame FrameStart and FrameEnd, localposition take 0f difference at Y-axis,but once swtich to global unit, it takes 0.01f difference at Y-axis, same problem also happen on rotation
Hi,
thank you very much for your support request.
Animations only use local coordinates internally. The world space coordinate you see in the tool assistant window, is the local coordinate converted to world space. Due to floating point inaccuracies (especially noticeable if your character has huge scaling or is far away from the scene's center), the displayed value can have small errors.
Please let me know in case you need any further assistance.
Best regards,
Peter
QOL - Set the Animation Type on exported FBX files
This is a small thing, but when outputting to FBX uMotion should automatically set the animation type based on the uMotion project's animation type.
Hi Mel,
thank you very much for sharing your idea.
This is not implemented by purpose. There are two reasons:
First of all, when exporting a humanoid project (and you want to use the animation as humanoid) it is highly recommended to use the "Update Existing File" mode to write the animation into the humanoid character's FBX file (--> the FBX is already set as humanoid). If you export your animation as a new separate FBX instead, then the humanoid avatar setup isn't created in an optimal way by Unity, leading to errors in the resulting humanoid animation.
Furthermore, it should be up to the user how he wants to use the FBX animation. It can be a legit use case to export a humanoid animation to FBX, but then use it as generic for example.
That's way I opted for a manual way.
Best regards,
Peter
UMotion In Practice Link Death
I am new to umotion, so im still watching the umotion tutorials, I just peeked at the , FPS UMotion In Practice, And for the hands there is a link Whole Project. This one is also death. I need to watch this tutorial in the futher.
Hi,
thank you very much for letting me know. I've updated the link in the video description, it should be working again.
Don't hesitate to contact me in case you find any other dead links.
Best regards,
Peter
Export to FBX - Duplicates Animations
1. Imported all animation clips from FBX file.
2. Export-> All Clips -> to the same FBX file using "Update Existing File".
3. Result: each animation clip has been duplicated.
4. If I import it to Blender, each animation clip is it's own "Action", instead of all animation clips being on a single timeline, merged together, next to each other.
I would expect, that:
- If exported animation clips would replace existing animation clips.
- If add a new animation clip in UMotion, then exporting it would append this animation clip at the end rather than separating it. For example, If I have 1000 frames, then If I create animation with 30 frames and export it, then I would expect FBX file to have 1030 frames and that animation would be Start: 1000, End: 1030.
I am not sure how this is supposed to work, so please confirm if this is the expected behaviour?
Things to note:
- each exported animation clip starts from frame 0.
- each exported animation clip has its own separate "source".
Hi,
thank you very much for your support request.
Seems like your fbx contains only one animation clip which is then split into separate clips by Unity's importer (the separate clips are defined with the start/end clip times). If you then import the separate clips into UMotion and re-export them to the FBX, UMotion is going to write them as separate clips into the fbx. If you want a combined clip to be written into the fbx you would need to create a combined clip in UMotion. You could either define a combined clip in Unity's import settings and import that one or combine the already imported clips (imported in UMotion) to one and export that one.
Why do you prefer a combined animation?
Best regards,
Peter
Add little offsets on keyframes automatically?
Hi !
Just a quick question. When I finish an animation, I add a little offset for each bone, like in the red part of the pic below, in order to get a more natural overall movement.
Is there a tool to automatize this process?
(if not, don't bother, I'm just asking)
Thanks again for your help !
Best regards,
Hi,
thank you very much for reaching out.
Unfortunately there is no such automatic tool.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Not working
in console show me this...
Assets\Editor Default Resources\UMotionEditor\Scripts\Application\CameraCompatibilityUtility.cs(23,17): error CS0103: The name 'RenderPipeline' does not exist in the current context
Hi,
thank you very much for your support request.
The script file you mentioned in the error message does not exist in newer UMotion versions anymore. Old script files remain in the installation folder when the old UMotion version is not deleted before updating to a new one (Unity's package mechanism isn't deleting old files unfortunately) or you accidentally installed an old version of UMotion. Please delete the "Editor Default Resources" folder. Then go to the Unity Asset Store, make sure that the version V1.23 is downloaded, then import it again. This should solve your issue.
Please let me know in case you need any further assistant.
Best regards,
Peter
BlendShapes : cancel the adding of curves for blend shapes?
Hi, thanks a lot for this super useful tool ! ^^
I'm used to play with BlendShapes values outside of Umotion, with another tool called Game Creator.
But when I added my character to Umotion, and when it asked me to add BlendShapes parameters, I said yes, and now my Game Creator actions are not working anymore on BlendShapes (it looks like giving the access to one tool removed the access from the other tool, we can't have both).
Is it possible to remove the BlendShapes access from Umotion? If no, how can I go back to the initial situation? I'm afraid to lost my work on animations.
Thanks again for your help !
Best regards,
Hi,
thank you very much for your support request.
While a character is assigned to the UMotion Pose Editor, it is locked to be exclusively used by UMotion. Once you click on "Clear" (in the Pose Editor), the character is released again. So if your issue is during edit time, just make sure that your character is not locked by UMotion.
When an animation clip includes animation curves for a blend shape weight, the blend shape weight can only be overwritten by a script based system if it is executed in "LateUpdate()" (which is executed after the Animator component). If the script is executed in the Update() method, then the blend shape weights written by the script are overwritten by the Animator component that is executed afterwards.
Blendshape curves are only added to the exported animation clip if it has at least one key. So you can either delete all Blendshape keys or you can remove the Blendshape properties completely from your UMotion project. This can be done by switching into Config mode, select the transform where the blend shapes have been added to. Then open the "Constraints" tab and delete all the custom property constraints of the blend shapes.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Animate any fbx? Machine animations, non character or live.is it possible with umotion?
I would like to create animations for machinery.
I have a lot of 3d models of stuff usually in FBX, and i wish to create animations to these.
However, all tutorials and guides seems to be focused on character animations, so i am wondering
can i use Umotion to (for example) rotate the rotor on a Windturbine FBX model?
Hi,
thank you very much for your support request.
You can animate anything, including wind turbines. The model just needs to be separated into the individual parts you want to animate. Bones are only required/useful when you want to deform the mesh. You can separate models easily in a 3D modeling animation. And badea15ro is right, bones have to be created in a 3D modeling application (you can't bind new bones to the mesh in UMotion).
Here is a short video demonstrating how a gun model is animated (that is only separated into it's individual parts):
Please let me know in case you have any follow-up questions.
Best regards,
Peter
90 Y Rotation on Root Motion after last keyframe, not sure how to change as 1st and last are the same
I searched in the forum here but couldnt find the answer. I have an imported animation that turns 90 degrees Y on completing, but the first and last keyframe are the same local Y rotation, and so they match up, and those are all the keyframes.
There isnt another keyframe, so it should just loop. The Local Rotations are all the same, but when i set the Global Rotation it does show it changes 90 degrees, but since the 1st and last keyframe at the same local rotation Y, why is that? How do I make them the same if they are already the same.
Im sure there is a simple answer, but I dont understand what to change. I made a video to show this to enhance the clarity:
Fixed in UMotion V1.24. Available in a day or two via the asset store.
Thanks again for reporting.
Best regards,
Peter
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