Answered

How to have a fixed bone position?

Hata 12 months ago updated by Peter - Soxware Developer 12 months ago 1

I have models with multiple height. Is there anywhere I could set the pelvis bone at a fixed local position in Clip Editor? Right now the taller model is kind of floating in the air when sitting on a chair.

Image 1496

Answer

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

Try to play with the "Root Transform Position (Y)" settings (shown in the inspector when having the exported *.anim file selected):



As a last resort you could also get a desired effect using scripting: In your script, compare the actual pelvis height with the desired height and offset the whole model on the y axis to compensate. You can ease-in/-out the effect of the script during the sit down/stand up animation using a custom animation curve in your sit down/stand up animations.

Best regards,
Peter

Answered

Animation exports with extra game object path

Anonymous 12 months ago updated by Peter - Soxware Developer 12 months ago 1

Hi!

I've doing a reload animation but the animation exports with an extra game object in the path resulting in the property missing.

Image 1493

It exports with my game object "Male Base" causing it to be "Male Base/root/(...)/mag". I always need to delete Male Base for it to correctly start the path from "root/(...)/mag".

Since I'm tweaking the animation I keep exporting it with this extra path and I need to keep deleting it from the animation property for the animation to play correctly.

Is there any way to stop my "Male Base" game object exporting with the path from the animation? Just so it starts from "root"?

Answer

Hi,
thank you very much for your support request. UMotion uses the same paths as the model has that you applied to the UMotion Pose Editor. If you've renamed something in your model, UMotion still remembers the old paths. In the pose editor you can go to "Config Mode" and press the "Cleanup" button to get rid of old paths.

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

Best regarsd,
Peter

Not a bug

Linear root motion not linear after export

florianbernard13 12 months ago updated by Peter - Soxware Developer 12 months ago 2

Hello,

I have a fairly simple run animation with a linear Z root motion as you see on the screenshot. Though after I export the clip, the Z root motion is not linear. Why? I've tried multiple Export settings (generate, fbx..) but get the same issue every time.

Any help would be appreciated. Thanks.

Image 1489

Image 1490

Answer

Hi Florian,
thank you very much for your support request. The "issue" lies in the nature of how the humanoid animation system works. The humanoid animation system takes the animation you authored in UMotion, re-samples it and converts it into an abstracted humanoid format. In this abstract format, the root is defined as the center of mass of the character, not the actual root bone anymore. These center of mass changes (due to limb movement) introduce the small displacements you see in your second screenshot.
This is also the reason why the coordinate system is different, as the second screenshot shows humanoid internal coordinates which differ from your character's actual coordinates used in UMotion (which are based on how the bones have been oriented during the rigging process).

Anyway, if this small errors bother you, you shouldn't use humanoid at all. Humanoid by nature only tries to approximate the source animation, it never plays it 100% accurate (this is called animation re-targeting). This comes with a benefit though as it allows the humanoid animation system to play the same animation on different characters (with varying accuracy, though).

Generic on the other hand is always 100% accurate. So for animations where precision matters and you do not need animation re-targeting capabilities, always use generic instead.

I highly recommend reading this blog post to understand what "humanoid" is all about: https://unity.com/de/blog/engine-platform/mecanim-humanoids

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

Best regards,
Peter

Under review

Exported anim Clip's RootMoition Rotation not correct when played by playable

Acshy 12 months ago updated by Peter - Soxware Developer 12 months ago 5

I use Umotion pro to editor an anim clip,I find even though I do nothing to the clip,just import and export it,the exported anim clip's root motion rotation looks wired when I play it by playable  through script.I'm pretty sure that the play method is right(it works well for all other anim clips).
sourceAnim.mp4

exportedByUmotion.mp4

After I Compare the clip before and after umotion, I find it's Root Q look's totally different.

Image 1486

Image 1487


That may be a clue,and then I check the frames that look wired,I notice the euler angle.z between two frame is from 357.98 to 13.34, and the frames between looks good in Umotion editor.I guess something wrong happen between the transfer of Quaternion and EulerAngle,and that cause wrong rotation interpolation when playable sample anim clip in different frame rate.

Image 1488

That is impoartant for me,This bug may prevent me from using Umotion in my project,can it be sovled soon?

Waiting for reply

Answered

Idea to make a new video for exporting animations

Maco 12 months ago updated 12 months ago 1

Make an updated version of Export Animations it has been 7 years since the last and compared to the video and Umotion now, there are new export options 

Youtube video
Answer

Hi Maco,
thank you very much for sharing your idea. I will consider making a new video.

In the meantime, the manual is a good place to learn more about the different export settings:

Best regards,
Peter

Answered

Odd character behaviour Pose Editor

Maco 12 months ago updated 12 months ago 1

Hello, something odd has happened, and I'm unsure how to revert the shoulders back to their original form.

This is how the animation should look like (currently not selected in Pose Editor)

Image 1479

But it looks like this when selected

Image 1480

Any idea what could cause this to happen? The only thing I did when this happened was duplicate the existing character, but now for whatever reason any character I have will have this pose when editing.

I have tried to IK setup Wizard again but didn't work either.

(EDIT: It worked fine Sunday with no issues until I did something strange and now has this stance)

Answer
Maco 12 months ago

I fixed it, not sure exactly what I did, I tried reinstalling motion and some other non-rememberable stuff. Weird for sure.

Answered

IK Pin visualization

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

I really love the IK Pinning, it was amazing, but sometime went I forget it was in pin mode(or it is not), and when the animation clip need to switch the pinning mode, I will need to check the whole timeline to make sure the pinning is in the right mode, right now is only possible to click on the transform to check each time.
And I wonder is it possible a way to visualization the transform that is in pinning, changing colors(darker),adding a icon, etc

Answer

Hi,
thank you very much for your idea. I like it. I've put it on my list with ideas for the future.

Best regards,
Peter

Answered

Curl error 60: Cert verify failed. Certificate has expired. UnityTls error code: 7

kkyo 1 year ago updated by Peter - Soxware Developer 1 year ago 2

Hello,I'm new one of using Umotion, but I just noticed this error in my Unity Console. I think that it may be no problem to use it, but I care this error that always shows up at interval time. Maybe I just need to wait for the updating of Certificate?

Answer

Hi,
thank you very much for your support request. We are currently looking into this issue and it should be fixed in the next few days. Sorry for the inconvenience.

Best regards,
Peter

Answered

Weapon / item transform axis

Hrohibil 1 year ago updated by Peter - Soxware Developer 12 months ago 1

Hello Peter 


i am having issues with a weapon on my humonoid character. I have exposed the weapon / item so it’s visible. 
i must have accidentally patented it wrongly because when I need to make some adjustments to it it’s transform move or rotation gizmos/ axis are not at its correct place but rather on the bottom of the character.

How do I unparent?? 
how do I apply or revert so the item gets its pivot axsis back? 

Answer

Hi Hrohibili,
thank you very much for your support request. Sorry for the late reply I somehow missed your inquiry. Could you show me a video of your situation?


Thank you very much.

Best regards,

Peter

Answered

How to add a item such like weapon

XZ G (爸爸给你梳中分) 1 year ago updated by Peter - Soxware Developer 1 year ago 1

How to add a item such like weapon in character hands when i animate my character,and i can edit both character and items transform?

Image 1469

Answer

Hi XZ G,
thank you very much for your support request.

If your UMotion project is of type humanoid, be aware that UMotion hides all none humanoid bones by default.

In your humanoid UMotion project, witch into Config Mode and select the additional bone(s). Under the "Properties" tab, set "Visibility" to "Show". This is going to show and include the bone(s) in your animations.

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

Best regards,
Peter