Treadmill helper for walk/run cycle creation
If I had a chance to be heard I would suggest this to all animation software makers out there. This would be very helpful especially for movement cycles of any kind. A plane that acts like a treadmill below the feet of the character, that infinitely moves in a configurable direction with a configurable speed and amount of markers (like the notches on a tank chain), so you can adjust it to the speed of your cycle and know exactly when a foot has to touch/leave the ground.
I'm sure this can be done easily with a bit of fiddling, but it would be nicer as part of this marvellous tool, toggleable inside the main animation view.
Hi,
thank you very much for your feature request. I really appreciate that.
You can do this already:
- Create a plane in Unity.
- Make the plane a child of your character's Game Object. If your character is of type "humanoid", place it as a child of the hips bone.
- Add your character to UMotion's Pose Editor and let UMotion create a configuration for your current setup.
- Humanoid Only:
- Open the config mode, select the plane in the hierarchy and set "Visibility" to "Show" (in the properties tab).
- Then switch to the constraints tab and assign a child-of constraint and enable "IK Pinning Mode".
- Return to pose mode, move the frame cursor to the first frame, select the Plane and enable "IK Pinned" in the channels view. This ensures that the plane's position is in world-space.
- Create a key frame on frame 0 with the plane being in the current position.
- Set the frame cursor to where your walk cycle is going to end approximately and move the plane to the desired end point. Then create a key frame for it.
- Optional: Set the position curve to linear (to avoid easing in/out of the plane's velocity). Go back to the curves view anytime you want to adjust the velocity of the plane.
- Before exporting your animation, go into config mode, select the plane and set it's visibility to "locked". This avoids that the plane ends up in the exported animation.
As this is relatively straight forward to do, I currently have no plans to add such a feature to UMotion. I'm sorry.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Copy a layer to another animation clip
Hi Peter,
Had a question on using layers. Is it possible to copy a layer (additive or override) from one clip to another?
I have several base animation clips (walking/running/jumping etc) to which I'd like to modify by adding a 'Arms holding Shield and Sword' override layer. Instead of having to create a layer for each of the clips I was wondering if I could create just one layer and copy it over to the other clips and maybe tweak it a little from there
Thanks!
Hi,
thank you very much for your support request.
Yes this is possible:
- Select the Layer you want to copy.
- Press CTRL + A to select all keys in the dopesheet of that layer (the Clip Editor window needs input focus).
- CTRL + C to copy all keys.
- Open the other clip and create a new layer. The layer needs to be of same type (additive/override) as the source layer.
- Paste all keys using CTRL + V.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Issues importing my animations
I have also had UMotion for a while now and am just now transferring everything over from Akeytsu but I'm having issues importing my animations.
First I imported my animations and they loaded in, but with the wrong scale factor applied. So of course I deleted those, fixed the scale factor on the fbx and attempted to import them again. But now despite there being no clips in my UMotion project, it's adding back all the animation clip import attempts I've done cumulatively and renaming them during the import clips process.
Example:
Import "Idle" clip
Notice Import clips window shows "Idle" under animation clips:
Delete "Idle" clip
Optional: (Save project, restart umotion, restart unity, etc)
Import "Idle" clip
Notice Import clips window shows "Idle, Idle_1" under animation clips: (should just be 1 "Idle")
I'm currently at the point where I've got 22 instances that show up in that import window upon adding one file.
I'm on version 1.22p10 pro edition in unity 2019.4.12f1
Also, the "About UMotion" window automatically closes when I navigated away from unity to type out the version. Is that intentional?
I used UMotion very briefly for a while when I first got it but then realized Akeytsu didn't allow for importing animations. Having dealt with that for a bit now though, I can definitely appreciate some of the features UMotion has to offer!
Hi,
thank you very much for your support request.
Example:
Import "Idle" clip
Notice Import clips window shows "Idle" under animation clips:
Delete "Idle" clip
Optional: (Save project, restart umotion, restart unity, etc)
Import "Idle" clip
Notice Import clips window shows "Idle, Idle_1" under animation clips: (should just be 1 "Idle")
I tried to reproduce this starting with a fresh UMotion project following your steps one by one. In my case, it only shows one animation clip named "Idle" at the end. May I ask you to update your UMotion Pro version to the latest one available on the asset store (1.22p11) and then check again if this happens on a fresh UMotion project? If so, may I ask you to record a video so that I can follow your steps more closely (maybe I performed one of the steps slightly different than you did)?
Also, the "About UMotion" window automatically closes when I navigated away from unity to type out the version. Is that intentional?
The intention was to close this window automatically when clicking anywhere outside of the dialog. I notice now that this might be annoying in the case you mentioned and took a note to change this in a future update.
Best regards,
Peter
Update custom property of component in edit mode
Hello !
I have an script on the same object that has an animator component, with a public float property, im going to call it X
in my uMotion project, i create a custom property, that controls this value X. I can now key it, and it export fine and the value is properly animated in the .anim file.
however my issue is : the value is not being updated while im editing my animation in edit mode. i tried printing the value X with a callback, and i can see the callback being fired but the X value never change regardless of what i do while editing my animation.
This value is used to drive the offset of a texture in a material and i would love to be able to preview it while animating ! It technicaly works but im animating blindy
thank you, i love umotion !
Hi Alexandre,
thank you very much for reaching out.
Please ensure that the "Preview" toggle is enabled in your custom property constraint settings:
In case this doesn't help, may I ask you to send me a unitypackage that includes just everything I need to reproduce your situation (i.e. your UMotion project, the related script and the related character)? You can send it to me via the email support form (or request a link to my Dropbox via email in case the file size is too big).
Btw. if you want you can animate the textures offset directly with a custom property constraint (no need for a custom script):
Best regards,
Peter
Not Support Unity 2020.1.10
Hi any tried to use UMotion Pro in Unity 2020 1.10 ver?
I can't even open the tool in "Window"
Hi,
thank you very much for your support request.
I just double checked, UMotion Pro is loading fine for me in Unity 2020.1.10f1:
Here are a few tips:
- Make sure all scripts in your project have no compile errors (this includes scripts you've written yourself and scripts from 3rd party assets). To do so, check the console and see if it logs any compile errors. As soon as all compile errors are fixed, Unity can load UMotion.
- Try to restart Unity.
- Delete UMotion from your project (by deleting the "UMotionEditor" folder), and install it again. Maybe something went wrong during the installation process.
Please let me know if you are able to get it working this way, or if I can further assist you somehow.
Best regards,
Peter
Purchase not visible on my assets
Hi,
thank you very much for your support request.
Please try the following:
- Open Unity.
- Go back to your browser and click on the "Open In Unity" button as shown in your screenshot.
- A dialog should appear in the browser asking for permission if you really want to open Unity --> Confirm.
- Now the asset store browser should open in Unity showing the UMotion Pro product page.
- Click on "Download".
- As soon as the download is finished, click on "Import".
PS: In newer versions of Unity (I think starting with 2020.2) you need to use Unity's package manager for downloading assets from the asset store.
Please let me know in case you need any further assistance.
Best regards,
Peter
Does UMotion support sprite change?
The editor interface looks great, but it seems not support 2D animation workflow
Hi,
thank you very much for your support request.
UMotion was mainly designed with 3D animations in mind. But generally speaking you can animate anything that has transforms (in the hierarchy). You can also use UMotion's "Custom Property Constraints" to animate any component's properties (e.g. if you have a custom 2D IK script and you want to control it's blend weight property). You can also let UMotion call methods of your custom scripts so that they update the pose even during edit time. This is done via UMotion's callback system (see manual chapter "Pose Editor/Options" headline "Extending UMotion").
Please let me know in case you have any follow-up questions.
Best regards,
Peter
I need freeze bone position (legs).
Character must stay on one position, but if i change hierarchy bone its change my legs pose too.
I change back legs pose by manually, but new legs pose ofcouse not always identical.
Hi,
thank you very much for your support request.
Please check out this answer I gave to a similar question, it should also apply in your case: https://support.soxware.com/communities/1/topics/695-moving-the-spine-makes-the-unit-float-in-the-air#comment-993
If you have any follow-up questions, don't hesitate to ask.
Best regards,
Peter
Lose rotation on humanoid rig
Hi developer,
Im editing a humanoid rig on layer, im just editing the finger pose but when i export it, reassign it to the model, it lose its root rotation.
So, what may cause big change on such small edit? Pls help?
Hi,
thank you very much for your support request.
Please check the root motion settings shown in the Inspector of the exported *.anim file (compare them with your original *.anim file):
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Will exported FBX models and animations work with other 3D game engine?
I have this 3D model and use Mixamo's animation on it in Unity. I want to use the model and animation in another game engine. However, that game engine is not as advanced as Unity with mecanim. It only works the old way, with animations matching the model's rig.
Can I possibly use uMotion Pro to export matching animation with model's rig? Will it possibly work?
Hi,
thank you very much for your support request.
Yes this should work. Here's how:
- Create a new UMotion project of type "humanoid" and assign your "humanoid" character to the "Pose Editor".
- Import the mixamo animation into UMotion.
- Play the animation to verify the results. Sometime's you want to disable the humanoid hand/foot IK in the animation import settings (and re-import).
- Open the export settings and change to FBX (verify which FBX version and format is supported by your game engine). Set "Write Mode" to "Update Existing File" and select the FBX of your character as destination file.
- (Optional) Back-up your character's FBX file.
- Export the animation. The animation is now written into the FBX of your character.
- Set the character FBX to "generic" and verify the exported animation in the preview window. If everything is OK, go ahead and use the FBX in your game engine of choice (or in a 3D modeling application).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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