
Does anyone know what is wrong with this rig?
I dont realy know what to ask, other then is it looking like this because of UMotion or did someone fuck this rig up ?
I paid someone to do some animations and a rig. Thats fine at all, but this thing looks realy weird after importing it to UMotion. Maybe they look always like this from some specific 3D software?
It's so much work to move this thing like this, almost every single bone has positions, rotations, scale and so on ...

Hi odinb14,
thank you very much for your support request.
Your rig looks normal to me, what exactly are you referring to?
Even though each bone has position/rotation/scale, you really only rotate bones (just like in real life). Moving a bone would mean moving it out of it's joint. You can hide the position and scale properties via the config mode of the pose editor. You can also hide bones you don't need in that mode.
Video Tutorial - Config Mode: https://www.soxware.com/umotion-manual/Lesson5.html
I see that you've also setup IK for the arms and feet. In that case, you can move the IK Targets (the wire cubes) and the IK algorithm automatically updates the rotation of the arm/feet bones to reach the IK target.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Is the floating spine bend modifier part of the IK?
I would like to keyframe the floating spine bend slider , but having some problems finding it in the hierarchy.
Is it part of the IK or is it overriding the skeleton with code?

Hi Ronald,
thank you very much for your support request.
Unfortunately, these are hard coded controls that can not be key-framed directly.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

In the curve view, I am unable to zoom in on the Y-axis by scrolling while holding down the Shift key.
When rotating the mouse wheel while holding the Shift key in the curve view, it always zooms out, regardless of the direction of scrolling. This behavior is different from Unity's default curve editor, so I suspect it might be a bug.

Hi,
I just wanted to let you know that I've been able to reproduce and fix this issue in UMotion V1.29p04.
Thanks for reporting.
Best regards,
Peter

Going into negative framenumbers , to store poses.
I don't know if it's possible yet,
But if it's not would be nice to store multiple poses into the negative frame timeline.

Hi Ronald,
thanks for sharing your idea. You mean the negative frame numbers would only be displayed in the clip editor but any poses stored there would not be included in the exported animation?
Best regards,
Peter

Adding value fields to the floating rig panel.
I find it hard to center out the slider's on the floating rig panel , It could be nice to add input field or a value reader to see how far you moved the slider.

Hi Ronald,
thank you very much for sharing your idea. I've added it to the internal collection of ideas to be considered for future updates.
Best regards,
Peter

Cannot toggle axis button in Clip Editor
Cannot toggle the below buttons in Clip Editor. However, it sometimes work!
I had restarted UMotion, and Unity editor, but it did not help.

Adding a Prop to the project.
Dear UMption,
I'm trying to create some snowboard animations, I have a Mixamo rig setup and made a board in the scene with some grab point's as child's of the parent board, that I would like to use with it IK solvers.
How would set it up in Unity to have the grab points drive the IK Solvers?
Do I need to make a new FBX and set the rig type?, or is it possible to do this with standard Unity boxes and sphere's.
Thanks in advance,
Ronald.

Hi Ronald,
thank you very much for your support request. In UMotion's IK constraint, you can define which transform you want to use as IK target. More information can be found in the IK video tutorial (especially in the second part where it demonstrates how to manually setup an IK constraint): https://www.soxware.com/umotion-manual/ProLesson2.html
And in the manual: https://www.soxware.com/umotion-manual/InverseKinematics.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Animation rigging, Multi-Aim Constraint, problem
Hi,
When using animations edited with UMotion with Animation Rigging and Multi-Aim Constraint, the animations may become corrupted.
<Normal pose>
<Broken pose>
However, iIf I change the constraint weight to 0, it runs normally as follows:
I attached the animation clip file.
Best regards,
Scott

Expert mode compatibility.
When I try to enter Expert Mode in Unity, it will cancel the UMotion Project, and I have to reload the UMotion file.
Could be nice to have it also work in Expert Mode.

[Shift] + [Spacebar] maximizes the currently focused Unity editor window. If you do this on a non-UMotion window (e.g. you maximize the scene view window), all UMotion windows are temporarily closed by Unity automatically (and thus also the UMotion project file is closed). This is by design.
You can prevent this from happening by un-docking the UMotion Clip Editor window. Then the Clip Editor window stays opened while having another window (e.g. the Scene View window) maximized.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Select next bone child, Shortcut.
Is there a shortcut, to go to the next bone child, or back with a shortcut?
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