
Export all clips reports I have a clip with no name
Doing Export All Clips, I got a message about a clip not having a name. I might have deleted Clip1 before adding the clips I wanted (I could not find the rename clip so I just started again).
Note: I cannot copy the "log" text so tried to capture a screenshot instead.
All the clips in the drop down list have names.
It exported all the clips I can select in the drop down list, but failed for an extra 8th one which is not shown in the dropdown list.
Not a big deal, just letting you know.

Fixed in UMotion V1.22p14. This patch release should be available on the asset store in the next few days.
Thanks again for reporting.
Best regards,
Peter

Unable to edit "Custom Property" name field sometimes.
This feels like a bug. I created a "Generic" project, I created a dummy object and added the scripts I wanted to animate properties for. I set that is the pose object. It created the root transform/rotate/scale properties. In Configuration/Properties I set "Properties:" to "Nothing". That made transform/rotate/scale go away. I then added a Custom Property constraint.
The problem is sometimes it will not let me change the "Name:" field for the custom property, other times it does.
At first it felt like only every second one would let me change it. Then I wondered if it was it worked if I changed the value before setting "Mode:" to "Component Property" then it worked. Finally I gave up - it just feels random of whether it will let me change the "Name:" field. I just added 5 in a row and none of them let me change it.
After restarting Unity however it started behavior properly again... so reporting in case useful to you, but an easy workaround (restart Unity). May be its a Unity internal bug.

How to remove a property so it is not animated?
I am making progress! But if I understand by looking at the exported clips in the Unity animation clip panel, it looks like clips are exported with all properties, not just the ones that are keyed in the clip. I want to create clips for different subsets of properties so I can have a clip "Eyes Left" which only animates the eyes. Then I can layer this on top of other clips so walking I can add "Eyes Left" and keep the rest of the normal clip.
I was wondering if the correct approach was to remove the unwanted properties, then "Save Reference Pose" (?), but I could not work out how to remove the properties that it picked up from the Humanoid bones.
I don't want to use a Generic project type as then I cannot load up my character and do the animations on it - it tells me I must use a humanoid project for humanoid characters. I guess I could try and trick it with a proxy object or something...?
For eyes, because I have a script controlling them (custom properties) I only want to capture the custom properties for the "Head" layer (that is where I added the custom constraints, alongside the other blendshapes). Oh, and I don't want the blendshapes included either - I want to create a separate set of clips for blendshape controls (for different facial expressions).
I am planning to create a project per layer of clips - e.g. on project for eye overrides, one for facial expressions (blendshapes and textures), one project for hand positions, etc. I am hoping I can then define different sets of properties per project (put all the hand position clips in the hand project, put all the eye clips in the eye project, etc).
Then the final timeline I pick a full body clip (e.g. walking or sitting, and start layering expressions, eye control, head turns, and hand pose etc clips in override tracks in the Unity timeline).
Is this possible?

Hi Alan,
thank you very much for your support request.
Humanoid always exports all humanoid bones. Humanoid doesn't work well when not "well-formed" (i.e. doesn't include all curves). Unity also only creates well-formed humanoid animations when creating them from imported animation. If you have no keys on humanoid bones, they are stored as "constant" curves in the humanoid animation (thus only add very little memory to the animation).
Generic bones on the other hand are only added to the animation if they have at least one key. You can completely remove generic bones from the "Animated Properties List" by setting their visibility to "Locked". This also ensures that they are not added to the animation even if you have previously created key frames for them.
I was wondering if the correct approach was to remove the unwanted properties, then "Save Reference Pose" (?), but I could not work out how to remove the properties that it picked up from the Humanoid bones.
Regarding the reference pose, please check out the following video tutorial:
I don't want to use a Generic project type as then I cannot load up my character and do the animations on it - it tells me I must use a humanoid project for humanoid characters
You can configure a character as Humanoid, Generic or Legacy (in the Inspector "Rig" tab when selecting your character). Humanoid is Unity's animation re-targeting system. Generic is playing animations directly (without re-targeting). More information on humanoid: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
For eyes, because I have a script controlling them (custom properties) I only want to capture the custom properties for the "Head" layer (that is where I added the custom constraints, alongside the other blendshapes). Oh, and I don't want the blendshapes included either - I want to create a separate set of clips for blendshape controls (for different facial expressions).
You could duplicate your character and configure it as generic. Use the duplicated version to animate all the none-humanoid bones. You can also remove the eyes from your humanoid avatar (Inspector of your character --> Rig tab --> Configure...) as you're driving the eyes from custom scripts anyway. Create a new UMotion humanoid project, now the eyes should not be included anymore.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Add Constraint button not active (so cannot add a custom property constraint)
I found the section of the manual describing how to add custom component property constraints. But when I go to add a new constraint, the button is deactivated so I cannot add a new constraint. It did add all the blendshapes successfully when loading the character, but I cannot work out how to add a new one.
I create a new project of type Humanoid (because character is humanoid), import the FBX file, then in the Pose panel I go to Config Mode, under Configuration I pick "Constraints". The button is not active, so I cannot add a new one.
I have a component on the character with a float property I want to animate. I tried creating a "Generic" project, but then it refused to load the character saying it was humanoid.

Hi,
thank you very much for your support request.
You need to select a valid transform in the "Rig Hierarchy" tree to which you want to add a constraint. I'm going to display a "No bone/transform selected" text in one of the next updates to make this more clear. Thanks for pointing that out.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Animation speed resample curve
I always want resample total animation play speed by a animation curve , make origin animation clip change the rhythm to what I want .
Although this can be achieved by changing the animator playback speed , but I think changing the animation file is a more accurate, quick and easy solution .
Is any way UMotion can do this ? or some tips ?
Thanks so much .

Hi,
thank you very much for your support request.
Yes you can change the animation speed of an animation clip in UMotion. Please check out the following answer I gave to a similar question, explaining how this can be achieved in UMotion: https://support.soxware.com/en/communities/1/topics/52-change-speed-of-animation
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Renaming the weapon of a Humanoid
Hello,So let me explain Im Creating Humanoid Animations with guns for my game
My guns are rigged as generic gameobjects and they are parent of the RHand
When I Export the .anim files Everything works fine,
but when I change the name of the weapons the animations doesnt work anymore
I want to have different prefabs such as M4A1-HoloGraphic , M4A1-IronSight etc for a single weapon
is there any way that I can have different names and still have my animations working without making animations for every single prefab ? since i have rigged guns thought its ok to change name of the gameobjects

Hi,
thank you very much for your support request.
Animations (*.anim files) are binding the animation curves to bones/transforms via "transform paths". For your gun the transform path might look something like this: Hips/Spine1/.../RHand/M4A1.
So you would have to manually adjust the animation and change the transform paths. But I would probably use a different/easier approach: Make the holo-sight and the iron sight separate objects and just enable them to your needs (but use only one "base" m4 model). You can separate meshes from models using a 3D modeling application of your choice (Blender, Maya LT,...).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Finger bone rotations
Hi, we are working on a VR simulator (using FULL BODY IK on the character) and we need to add a few simple animations to the hand but we do not get 100% accurate finger bone rotations even though the character is in a perfect T-Stance and all bones are correctly set-up and recognized by Mecanim. We strictly followed Unitys rigging recommendations.
Inside your tool the animation (a simple grab animation) looks perfect but once exported to an .anim file some fingers looks different (little finger is 10 degree more right, thumb rotation is 20 degree too much left). It seems to affect mostly the the last finger-tip part. This inaccuracy is probably not a big deal if one does a game for desktop but in VR it looks kind of weird when one or two fingers looks unnatural when you see it very close. It breaks the immersion. We are not sure if this is a unity problem or a Blender related problem (even inside of Blender the animation looks 100% accurate as well as inside your tool).
We were hoping to bypass this problem with your tool since it's integrated with Unity.
We don't understand the fact that the preview inside your timeline is correct but once exported and added to Mecanim the result is different. We can't see the logic behind this behavior nor do we have a clue to bypass it.
Switching to generic is no solution since we are using FINAL IK on the body.
We are running out of solutions (and nervs) :)
Thanks for your help!
Peter

Hi,
thank you very much for your support request.
Humanoid is not the correct choice for this task, as it's architecture per definition introduces small re-targeting errors. The amount of error is proportional with how precise the character's T-Stance (in the Avatar setup) is.
Generic on the other hand is directly playing the animation (without any re-targeting, thus without any errors).
Switching to generic is no solution since we are using FINAL IK on the body
Afaik Final IK is independent of the animation system and should work fine with generic. The only difference might be that you have to manually assign the correct bones to the Final IK component (with humanoid, it can do an automatic setup via the humanoid avatar).
You can transition your existing UMotion project to generic by creating a new UMotion project of type generic. Then change your character's configuration to generic. Assign the character to UMotion's pose editor and then import your old humanoid project into the generic project.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Replace weapon in animation.
Hello. I been watching the videos of Umotion. I'm thinking on buy in it because of the special. But I need to know if there is a way to replace objects in a animation. Example: I have a FPS arms with shotgun. But I want to replace the shotgun with another model. Is there's a way I can do that with Umotion?

Hi Sergio,
thank you very much for your interest in UMotion.
The most optimal way would be to do this partly in animation and partly in scripting. You have one animation that holsters the current weapon, then a script (e.g. triggered via an animation event) that removes that weapon, spawns the new one and then triggers the gun pulling animation for the new gun.
If you want to solely do this with animations (without any scripting), you would have to place every gun as a child of the character and simply enable/disable the required one via the animation (a custom property can animate the guns GameObject.active property to show/hide the gun). While being simpler to make, this has small performance penalties due to the additional transforms of every gun in the hierarchy of your character. If you're not targeting low-end mobile device, this might not be an issue though.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Editing Rotation Keyframes
Is there anyway to change the value of rotation keyframes in the curve editor?
I can do with position keyframes, but rotation keyframes I'd like to shift up-down or compress a section of them - e.g. to reduce the amplitude of a motion. I only seem to be able to slip them backwards and forwards.
Thanks!

Hi,
thank you very much for your support request.
UMotion supports 3 different rotation modes:
- Progressive Quaternion (default)
- Quaternion
- Euler
Only euler angles can be edited directly in the curve editor (as the others are quaternion based which is a "hard to imagine" 4 dimensional representation of angels, thus not suited for direct editing). UMotion's "Progressive Quaternion" mode is a special representation of quaternions that at least allows you to adjust the interpolation between rotation keys, but not the amplitude. The downside of euler angles is that they suffer from gimbal lock. That's why they are not the default rotation mode in UMotion.
For more information, please check out the dedicated video tutorial regarding this topic:
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Is it possible to manually restore from a .bak file?
I lost some keyframes and I'm not sure if it was user error (me) or unity didn't save something properly. At 12:30 last night I finished an animation and shut my laptop down. Today when I opened the animation, a bunch of keyframes were missing. I restored from the auto backup made at 12:30 but the frames are not there either. Could the backup be corrupted? Is it possible to inspect the data inside the .bak file?

Hi Rob,
thank you very much for your support request.
The auto backup makes a backup of the project's current state at the interval configured in the preferences. It takes the whole project's data and serializes it into the *.bak file. Unfortunately this data is not human readable so it's not possible to use it manually. If the auto-backup got restored without any error messages, then everything was re-stored correctly.
I'm not sure why your keys are missing, probably because you've deleted them before 12:30 on accident? Have you tried re-storing an earlier backup?
Attention: Auto backups are by default automatically deleted after 36h. You can change this setting in the preferences:
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho