Prevent legs from crossing in 8-directional strafe animation?
I created a nice set of strafe animations, but when I put them into a blend tree, the legs end up crossing when blending between Back/Right/Forward/Left to the diagonal directions. Any tips for managing this?
Hi,
thank you very much for your support request.
Afaik, there is no easy fix for this. I think I've also seen this in AAA games from time to time. Maybe advanced machine learning based techniques like motion matching can handle this in a better way. Anyway, usually this is a very minor/subtle problem and it might be better investing your time in a more visible/important feature of your game.
Here are some tips I've found related to this: https://forum.unity.com/threads/movement-animset-pro-controller-added.220742/page-3#post-2385517
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Could not load signature of something

Can't remember what I did when this appeared, probably appeared few times in few days. I'm just ignoring it, but maybe there is something that needs to be done.
Hi,
thank you very much for your support request.
This is just a false alert generated by Unity in some situations. It has no negative impact on the functionality of UMotion or Unity and you can safely ignore that.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
FBX files from unity to blender
I would like to edit the animation in Umotion, output it as an FBX file, and then import it into blender.
However, after editing in Umotion, it is not recognized as an armature. Perhaps Each bone is recognized as an empty object.
I want to import them as shown in the second picture.
Is there something wrong with the output method?


Hi,
thank you very much for your support request.
It depends on the FBX import settings in blender. I tried a few things, and the best result I get was when exporting the animation with the character's mesh (you can do that by setting "Write Mode" to "Update Existing File" in UMotion's export settings, then select your character's source fbx file as destination file) and with the following import settings in blender (displayed on the lower left when browsing for the fbx file):

If you don't need the mesh, you can delete it after the import.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Delete only one axis keys
Hi
Great software, only with it I finally agreed to work with mockups and clean them :)
While it is inconvenient, except that deleting only unnecessary keys from one of the coordinates, and not from all
Maybe I haven't found something?
That is, my limb should move at the same speed along one axis, and wag back and forth along the rest
I can, of course, select this axis and fit it using a stretch to zero, but maybe it is possible to simply delete the intermediate keys, leaving only the first and last?

Hi,
thank you very much for your support request and thanks for the nice words.
Yes this is possible, just not enabled by default. Go into settings (click on the gear icon) and remove the tick from the "Chain Neighbour Keys" checkbox.

Please let me know in case you have any follow-up questions.
Best regards,
Peter
Error exporting animation as fbx (root not found)
Hi!
I'm having problems with exporting animations for a specific character ("Root" not found in fbx).
I'm creating a new fbx, not overriding an existing.
This occurs for animating a specific character only.
The only difference between this and other characters I've tested with is that in the problem character the name of the fbx and the name of the object containing the "Skinned Mesh Renderer" are the same. If I instead create a copy of the fbx and use that I don't get this message. But then the hierarchy of the exported animation changes from the object assigned to be animated (new object added as child to root-object).
If I export as .anim instead of fbx there is no problem.
Any known issues regarding this?
Best,
/ M
Hi Ivarsson,
thank you very much for your support request.
Export to FBX requires unique names for all bones/transforms in the hierarchy. When creating a new UMotion project for this character (with duplicate names), UMotion should warn you that this might cause issues when exporting to FBX.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
"Constraint dependency loop" - IK not working, I don't know why?
Hi!
I wanted to play around with IK a little bit. But it is not working for me. When I change position of target model does not move and I am getting an error.
Error message:
"Constraint dependency loop! The following joint/transform constraints depend on each other: IK_Hand_L (Inverse Kinematics), IK_Hand_L (Child Of), IK_Hand_R (Inverse Kinematics), IK_Hand_R (Child Of), IK_Foot_L (Inverse Kinematics), IK_Foot_R (Inverse Kinematics)"
IK Setup Wizard:

Could you tell me what I am doing wrong? Thank you very much :)


Hi,
thank you very much for your support request.
A constraint dependency loop is a result of wrong placements of (IK) constraints in the hierarchy. Here a common example: If a hands IK handle (that also contains the IK constraint) is a child of the bones the IK constraint should calculate (in this case a child of the upper and/or lower arm bone) you get a dependency loop. The rotation of the arm bones are dependent on the IK handles position, but as the IK handle is also a child of the arm bones, the IK handles position itself is also dependent of the arm bones (as rotating the arm bones would alter the IK handles position).
To resolve this, open config mode and check all your IK constraints for this type of situations.
When you are using a humanoid UMotion project, and you are only setting up IK via the IK setup wizard (and do not alter the IK constraints manually or add constraints manually) you should never get a constraint dependency loop. If you do get a dependency loop in this case, this is considered to be a bug (please make a bug report in this case providing everything I need to reproduce your exact steps) via the email support form. Thank you very much.
Please let me know in case you need any further assistance.
PS: You wrote your UMotion Version is V1.22. The latest version is UMotion V1.22p14. I recommend updating just to cancel out the chance that you are experiencing any bugs that have already been solved.
Best regards,
Peter
import clip error
When importing a clip, an error window appears and it cannot be completed.
If ignored, umotion restarts.
import option.
try convert to progressive : off
disable animation compression : on
fk to ik conversion : on
delete fk keys : on
animator foot ik : off
animatior hand ik : off
keyframe redution : lossy
NullReferenceException: Object reference not set to an instance of an object
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Hi,
thank you very much for your bug report.
I was able to reproduce this issue and a fix is going to be shipped in UMotion V1.23. Thank you very much for reporting.
Here are some workarounds (copy & paste from my reply to your original email I've sent you in the meantime):
1) The issue is caused by an IK constraint in your UMotion project that has an empty (null) target object in it's settings. Go into config mode and remove that IK constraint (or assign something for the "Target" field).
2) Or you can simply disable the "Delete FK Keys" setting in the animation clip import dialog. You can then delete the FK Keys by hand afterwards.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Up & Down head movement not exported...
Hello,
maybe it's a silly question, but I don't understand why the up & down animation of the head/neck of my character are not exported - beside these movements everything is fine. Am I missing something? Is it due to Unity's avatar?
Thanks in advance
I'm looking for an IK mirroring function.
Motion made with IK
Can you mirror by pressing left and right IK at the same time?
This function is required to increase the work rate.
Hi,
thank you very much for your support request.
Please check out the following video tutorial regarding pose mirroring:
Please let me know in case you have any follow up questions.
Best regards,
Peter
Can I delete excess properties on humanoid project?
Don't need to make my character stay in half t-pose when animation plays
Hi,
thank you very much for your support request.
A well formed humanoid animation file (*.anim) always contains curves for all humanoid muscles. If you don't wont to animate certain bones, you can delete all keys of that bone in your UMotion animation clip. The exported *.anim file does then contain a constant animation curve for the related muscles.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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