
🔍 - Lower Zoom Level
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.
Thanks

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

Applying reference pose to multiple/all keyframes
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

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

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

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

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

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

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

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

Blending layers
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.

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

Is it possible to create an IK with the hand moving away from the rotation of a third-party object?
Hello everyone! Is it possible to create an IK with a hand moving away from the rotation of a third-party object? I would like to make an animation of the rotation of the handle with my hand using IK. but i can't assign the target object to this handle

Hi Lev,
thank you very much for your support request.
Generally speaking, an animation can only reference things that are a child of the Animator component that plays the animation. So in order to reference the switch, it would need to be a child of your character's Animator component.
Please also note that the effect of UMotion's IK constraint is baked into the final animation. That means that there is no IK executed at runtime anymore (meaning that your hand won't adapt to runtime changes e.g. when your character has position offsets relative to the switch). Depending on your requirements, you might want to use a runtime IK framework (like Final IK or the new animation rigging package) for this kind of situation.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

I want to control UMotion IK from a script.
Is it possible to operate the Position and Rotate of IK (example: IK_Foot_L) created by IK Setup Wizard from the self-made method called by Extending UMotion → Callback Name?

Hi,
thank you very much for your support request.
While you can access and manipulate the IK transforms, the custom script is executed after UMotion finished updating the pose so it won't have any effect on the IK chain. The visualization of the IK transform also happens before the callback is called, so that's why you probably haven't seen any changes (when you tried it).
May I ask you to provide some more details about your use-case? Maybe there is another way you can achieve your goal.
PS: Please note that the callback method is only called while inside UMotion. UMotion's IK is not executed at runtime (when your game plays the exported animation). If you are looking for a runtime IK solution, please use Unity's built in IK (or their new animation rigging package) or 3rd party assets like Final IK.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Cancelling Display Dialog : This should not be called when a View's DrawRect Method is in progress
I was able to use UMotion with my current setup for a while, I made a couple of animations and then it suddenly stopped working with new models I tried to animate, a few days later I couldn't even open the same model that worked initially. This is the error I keep getting:
Cancelling Display Dialog : This should not be called when a View's DrawRect Method is in progress
UnityEditor.EditorUtility:DisplayDialog(String, String, String, String)
It triggers when I try to select a GameObject from the Pose Editor, the dialog shows and when I select the object I want to work with nothing shows up and this error comes in the console.

Fixed in UMotion V1.24. Available in a day or two via the asset store.
Thanks again for reporting.
Best regards,
Peter

In the "curve" view you can select a range of points and scale or lift up/down - can you rotate/skew as well?
I have a clip I purchased, but I am trying to create a walk loop from part of the clip. Unfortunately there is some other body movement going on in the clip (a head turn). I copied the last value of the clip and pasted it at the start - you can see where green line is the values are different - they jump quite a lot. I don't want to lose the subtle movements in the clip, but I want to adjust the points to get a smooth movement.
E.g. I would like to grab the blue vertical line on the left edge and drag it upwards, with the right edge not moving. That would adjust all the values in between by an amount proportional to where it is in the clip. It is kinda like rotating the blue box, but it might be more accurately skewing the box. The horizontal blue lines would be on a slight angle. (At the moment you can only move the vertical blue lines left/right for adjusting the length.)
My goal is to keep the subtle value adjustments in the clip, but make it end with the same value that it starts with so I can loop it.
I can scale the box (grab the top edge and drag it down), but that loses all subtle values movements in between. I tried deleting points than manually adjusting them (took too long adjusting them all), which is my last resort.
Is there another way to do this instead?

Hi Alan,
thank you very much for your support request.
I'm afraid there isn't really any other way than adjusting the keys manually.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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