Answered

IK Poles freaking out

angeloT813 12 months ago updated 6 months ago 3

so I have this issue with umotion pro. I have this animation that plays perfectly fine outside of Umotion but when I import the clip to Umotion and convert it to IK the IK poles go crazy as in weird rotations and positions,

sometimes rapidly, sometimes slowly

this happens 90% of the time with any animations I import, custom, or from Mixamo.

please help 

in this case at the moment its the legs

(this is more of a calm situation sometimes it's like 100 miles per hour all over the place flickering)
20241029-1436-08.4766355.mp4

but the original animation when not imported into Umotion does not have this issue

20241029-1439-42.6051384.mp4

my default setup

Image 1460

Image 1462

Answer

Dear angeloT813,
thank you very much for your support request. The conversion to IK isn't always possible without some manual cleanup afterwards. The algorithm has to do some guessing work and if those guesses don't work out you can get weird results.

I recommend fixing the poles at those frames where the calculated pole positions are incorrect (or just delete the key frames of the poles at those frames). Using the curves view of the IK poles position should make this rather simple to spot / fix.

Sorry for the inconvenience.

Best regards,
Peter

Answered

stuttering selection icon

Iqoniq 1 year ago updated by Peter - Soxware Developer 11 months ago 1

When I press the Q button on my keyboard, the windows selector icon starts stuttering. Is there a way to get this to stop?

Answer

Hi,
thank you very much for your support request. Could you show me a video of what you mean by that?

Best regards,
Peter

Answered

Importing existing animations with the “attribute ”encountered an issue

Anonymous 1 year ago updated 11 months ago 1

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I have an animation where a certain bone node has two children, and the animation calls the GameObject's active property to show or hide them. After importing this animation, I received a warning indicating that the m_Active attribute does not exist. I tried adding the m_Active field in the custom properties, and one of the error messages disappeared after re-importing. However, there is still a similar error remaining. When I attempted to add m_Active again in the same way, it prompted that two attributes with the same name cannot be added under the same node. How should I deal with this issue?

PS: When adding a target object to a property, can only one be selected, or can multiple objects be selected simultaneously?

Answer
Anonymous 11 months ago

It seems I made a mistake, I'll try again.  Neve mind~

Answered

Adjusting character pose while paused while keeping current pose

Justifun 1 year ago updated 7 months ago 1

In your tutorial video you are pausing the gameplay and adding an animation layer to a character, however when I attempt to do the same thing, the character is changing to its default T pose to adjust, instead of being able to adjust it on the same pose its currently in while the editor is paused.  

I need to adjust the hands of a character while holding different weapons.  I was hoping to pause the game each time they are holding a new weapon.  Then fixing the fingers.  Then saving out the new hand pose clip.  Is this possible?

Answer
Anonymous 7 months ago

Yes. You've just got to import the current clip you're wanting to edit, adjust it, and export it out.

batch mode export or update.

Dharmik Gorsiya 1 year ago updated by Peter - Soxware Developer 4 months ago 3

Hello Peter,

I have created 5-10 clips with 4-5 humanoid characters working fine in InSide the Unity3D.

Now, I am required to export any character with any animation programmatically. Using Unity's batch mode feature because no open API for Export in the plugin that I have purchased. If I do it manually by using Pose Editor its working fine. but batch mode not working please suggest me option for the same.

Dharmik.

Answer

Hi Dharmik,
thank you very much for your support request. UMotion does have an API that allows you to trigger the clip export via code: https://www.soxware.com/umotion-manual/UMotionAPI.html

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

Best regards,
Peter

Answered

Can't select IK bones

Jacques S 1 year ago updated by Peter - Soxware Developer 1 year ago 4

Good day,

I hope you are doing well. I am trying to modify an animation, but can't seem to select the IK bones. I have no problem selecting the FK bones, but they only allow rotation, and I need to move the arm position. Is there anything I need to watch out for when setting up IK, or is there anything I am missing?

My hands and feet auto-detect when setting up IK, but "Pole Target" auto selects and my target rotation is set to "IK handle". When watching the tutorial, "Pole Target" is not selected and target rotation is set to "FK Rig". I have tried playing with the settings, but they don't make a difference. The Unity Move/Rotation widget simply doesn't appear when clicking on any IK bone, but as stated, works as expected when selecting an FK bone.

Answer

Hi Jacques,
thank you very much for your support request.

You need to select the IK Handle (the wire cube), not the IK Bones.



Here are two related video tutorials that show you the details:

https://www.soxware.com/umotion-manual/QuickStart.html

https://www.soxware.com/umotion-manual/ProLesson2.html

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

Best regards,
Peter

Answered

Does anyone know what is wrong with this rig?

odinb14 1 year ago updated by Peter - Soxware Developer 1 year ago 1

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 ...


Image 1448

Answer

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

Answered

Is the floating spine bend modifier part of the IK?

Ronald 1 year ago updated by Peter - Soxware Developer 1 year ago 1

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?

 

Answer

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

Fixed

In the curve view, I am unable to zoom in on the Y-axis by scrolling while holding down the Shift key.

黒鳥 1 year ago updated by Peter - Soxware Developer 7 months ago 1

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.

Answer

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

Answered

Going into negative framenumbers , to store poses.

Ronald 1 year ago updated by Peter - Soxware Developer 1 year ago 4

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.

Answer

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