Answered

Project Wide Layers

mel 4 years ago updated by Peter - Soxware Developer 4 years ago 2

Kind of relate to https://support.soxware.com/en/communities/1/topics/713-copy-a-layer-to-another-animation-clip#comment-1140

I think it would be useful/logical to have a project-wide offset. Either by adding project-wide layers (duration might be an issue for that.. not sure), or a project-wide pose offset (constant no animation)

Answer

Hi,
thank you very much for sharing your idea.

There is already a way you can do this (though a bit tedious) by adding all the different animation clips into override layers of a single animation clip. Then on top of all of them you add the additive animation layer. Using the UMotion API, you can write a script that exports the same animation clip multiple times but mute/unmute the override layers as needed.

Currently I don't think that a project wide additive layer would be wide-spread used by other users as in most cases you would need different offsets for different animations. It's the UMotion's API goal is to cover such specific use-cases, so currently I do not plan on adding such a feature to UMotion natively, I'm sorry.

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


Best regards,
Peter

Answered

💊 - Some kind of API

mel 4 years ago updated by Peter - Soxware Developer 4 years ago 1

I really enjoy UMotion a lot. After playing with it non-stop for 2 days I realize how many hours of work it will save me in the long run, but I do have some feedback that I think would make it even better. I've already submitted 3 other ideas, but I think having this one could resolve all of them: Add an API.

I understand that you don't want your code stolen and went the obfuscated road, but I think having a way for more advanced users to extend it would be great, from the top of my head (I'll add more to it as I think about it) that's what I think the API could provide:

- Access to:

    - The properties and their keys, The clip and their layers, 

    - The Umotion project infos and methods (save, save as...)

    - The Config Modes constraints (there is currently no way to set the min/max values in batch which is very long to do manually)

- Ability to extend the Clip Editor's menu (to run scripts affecting the parts above)


Thanks

Answer

Hi,
thank you very much for your idea. I really appreciate that.


UMotion already has an API. The API does not feature all the things you mentioned yet, but a few parts are possible right now. Please check out the manual's chapter "UMotion API" for further information.

Let me know if you have any questions related to the API.

Best regards,
Peter

Answered

👁 - Isolate Curves

mel 4 years ago updated 2 months ago 2

Hi,

Is it planned, or is there a way to isolate the animation property components?
For instance, in the screenshot, I'd like to select localPosition.y  in the left list and expect it to filter the curve view with only its curve.

If not is there an easy way to select a curve?

Thanks

Image 551

Answer

Hi,
thank you very much for your support request.

Yes this is possible. You can toggle the visibility of single curves using the eye icons displayed in the "Animated Properties" view (in your case it is hidden because you would need to scroll to the right):

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


Best regards,
Peter

Answered

🧩 - Import Clip to Layer

mel 4 years ago updated 4 years ago 2

Hi,

I know it's possible to copy-paste keys between clips/layers which is great, but depending on the number of frames to copy, it takes some time. Maybe a good way could be to add layer import as in essence, they act as a clip.

Thanks

Answer

Hi,

thank you very much for your feature request. I really appreciate that.

You are right, for bigger animations it might indeed be faster to import the animation directly into an animation layer. I've took a note on my ideas for the future list, but because the saved time might not be that big (especially for smaller/medium sized animations) I give this feature a low priority.

If you have any questions or any other ideas, don't hesitate to contact me.

Best regards,
Peter

Answered

🔍 - Lower Zoom Level

mel 4 years ago updated 4 years ago 2

Hi,

Is there a plan or a way to have an even lower zoom level on the UMotion Clip Editor.
I wanted to do it myself but the code is completely obfuscated :(

I'm cleaning motion capture data that I'm capturing in the editor, and some are minutes long, I cannot easily view all the keyframes at once like in Unity's Animation window.

Image 550

Thanks

Answer

Hi,
thank you very much for your support request.

Yes I can lower the min zoom level in the next version. But please note, that especially when working with mocap animations (that have a huge amounts of keys), performance can decrease drastically as Unity's GUI system is rather slow and it has to draw a huge amount of keys at the same time...

Thus I recommend not to work with animations longer than 1-2 minutes. If you only need a few seconds from a longer mocap session, crop the original mocap animation in the animation's inspector window before you import the animation into UMotion.

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

Best regards,

Peter

Answered

Applying reference pose to multiple/all keyframes

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 5

As far as I know you can only apply reference pose to one keyframe at a time, is there a better way to do this then applying one by one? I was hoping for their to be drag and select what you want and simply apply reference pose to all of them but it doesn't seem that simple

Answer

I'm not sure if I understood your initial request correctly. In your initial post you've been talking about the "apply reference pose" button, right?

If you instead meant that you want to copy and paste a pose from one animation to the other, just select all the keys you want to copy (they can be from multiple bones/transform and/or multiple frames at the same time). Then press CTRL + C to copy the keys, go to the destination animation, place the frame cursor at the appropriate position and then press CTRL + V.

If you need to then correct the position, select the position property, switch into the curves view and adjust the curve accordingly. Another way to apply a global offset is via an additive animation layer (please refer to the manual at "Clip Editor / Layers").

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

Best regards,
Peter

Answered

Playing animations doesn't work in the clip editor - scrubbing is fine

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Hi there,


Just bought this asset as I need a replacement for Skele, seems good but when I create a new animation clip it won't play via the clip editor, it looks like it flashes playing a frame then stops. Scrubbing through it works fine, it animates, you can see the keyframes are correct, it just won't play.

Answer

Hi,
thank you very much for your support request.

Is it possible, that the Scene View window is not visible? In that case, Unity stops firing the cyclic callback method that is responsible for playing the animation.

Best regards,
Peter

Answered

Combining Multiple Clips Into 1 Clip?

Dai 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Hey there! Just a quick question. Is there a way to combine multiple animation clips and stitch them together into 1 animation clip? 

Answer

Hi,

thank you very much for your support request.

Sure, just import both animation clips into the UMotion Pro project. Then copy & paste all keys (or only the keys of certain bones) from one animation clip into the other (or into an override animation layer of the other).

For more information's about animation layers, check out the manual at "Clip Editor / Layers".

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

Best regards,
Peter

Answered

New features

Craig 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Quite a while ago, you asked for suggestion for new features and Quality of Life improvements.  How are these  coming along?

Answer

Hi Craig,

thanks for reaching out.

I was very busy with support and patch releases in the last couple of months (the current version of UMotion had 14 patch releases). The next release is planned to include a bunch of QoL improvements that have been suggested by different users (I had to do some prioritizing as I thankfully get so many good suggestions that I can't include all of them).


I can't give any estimate when this new version is going to ship, as it depends on how much time I have for UMotion beside another game project my studio is currently working on, but I'm on it.

Please let me know if there is anything else you want to know.

Best regards,
Peter

Answered

Blending layers

Craig 4 years ago updated 1 year ago 9

I'm trying to blend between two animation layers, I can't see that this is possible.  A blend parameter on each layer would be very useful.

Answer

Hi Craig,

thank you very much for your support request.

Blending layers is possible, but the blending weight is fixed for the whole duration of the animation (it can't be animated). Click on the blue bar and drag to the left to reduce the weight:

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

Best regards,
Peter