Answered

Purchase not visible on my assets

nuwandw 5 years ago updated by Peter - Soxware Developer 5 years ago 1
Hello, i purchased umotion pro just a while back. but i cant see it on my assets. help please?

Image 491


Answer

Hi,
thank you very much for your support request.

Please try the following:

  1. Open Unity.
  2. Go back to your browser and click on the "Open In Unity" button as shown in your screenshot.
  3. A dialog should appear in the browser asking for permission if you really want to open Unity --> Confirm.
  4. Now the asset store browser should open in Unity showing the UMotion Pro product page.
  5. Click on "Download".
  6. 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

Answered

Does UMotion support sprite change?

Jerry 5 years ago updated by Peter - Soxware Developer 5 years ago 1

The editor interface looks great, but it seems not support 2D animation workflow

Answer

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

Answered

I need freeze bone position (legs).

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 1

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. 

Answer

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

Answered

Lose rotation on humanoid rig

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 1

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?

Answer

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

Answered

Will exported FBX models and animations work with other 3D game engine?

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 6

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?

Answer

Hi,
thank you very much for your support request.

Yes this should work. Here's how:

  1. Create a new UMotion project of type "humanoid" and assign your "humanoid" character to the "Pose Editor".
  2. Import the mixamo animation into UMotion.
  3. 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).
  4. 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.
  5. (Optional) Back-up your character's FBX file.
  6. Export the animation. The animation is now written into the FBX of your character.
  7. 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

Answered

Suddenly cannot see the bones

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hi,

Im editing my clip, suddenly, i cannot view the bones anymore? Any key that i accidentally press?

Thanks

Answer

Hi,
thank you very much for your support request.

The visibility of bones is controlled via the "Display" foldout in the pose editor:


The default shortcut to show/hide bones is [B].

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

Best regards,

Peter

Answered

Moving the Spine makes the unit "float" in the air

info 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hi,

Great asset, works fantastically. One thing i have not figured out though is when I'm trying to correct the Spine rotation in Umotion, the entire animation looks like its floating in the air afterwards.

Before example(Correct leg position, they dont move when firing):

Image 485

I then make a Spine correction in a separate layer( I wont the character to be standing straighter):

Image 486



Now the unit is "floating" (look at the legs):

Image 487


Everything else i do in layers is fine(Arms, Shoulders) are moved using IK. This simple Spine Rotation however is breaking the animation. How do i correct the spine of the character while still having the legs fixed to the ground?

Thanks!

Answer

Hi,

thank you very much for your support request.


You need to pin the leg IK targets to the ground. Otherwise they are going to be affected by every rotation applied to parent bones.

Here are the related video tutorials:

(IK Pinning uses the child-of constraint under the hood, please watch this first.)

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

Best regards,

Peter

Answered

Edit key shortcut

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 2

Hi,

is there a way to assign a shortcut to "Edit key" ? If not, can we get one? :D

Kind regards

Erik

Answer

Hi,
thank you very much for sharing your idea.

There is indeed currently no way to assign a shortcut for the "Edit Key" menu item in the curves view. What key/key combination would you assign per default to it?

Ok I just found out that you can just use the Channels window:

Yes, the channels view is a way that would do exactly what you need. If you have auto key enabled, the edited value is even saved directly to the key (without needing to click on "Key Selected").

Best regards,
Peter

Not a bug

Layers not exporting

Robert 5 years ago updated by Peter - Soxware Developer 5 years ago 5

Hi,

I'm fairly sure this used to work fine in previous versions but when I'm trying to export my animation with an additive layer (not muted) then the exported .anim only has the base layer animation.


I saw one recent issue where layers were only exported if the based layer was selected which I've been doing just in case but still the exported .anim only has my base animation.


Any help much appreciated here,

Is there maybe an easy way to get older versions of UMotion Pro because my work is currently blocked by this bug?


Regards,

- Robert


Layered seated pose



Answered

Constraining movement with non-humanoid IK rig

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 1

I've got a somewhat complex robot arm that I'm trying to get IK manually setup in UMotion. I got the IK chain setup and working, but because there are 4 bones, it is behaving strangely. The problem is that the first 2 bones from the shoulder need to have their rotation constrained as they shouldn't have free movement, but I can't seem to find a way to limit this with the constraints. Is there any way to get this working correctly within UMotion or will it just not be possible with this type of model/rig?

Here is a vide of just the two bones from the hand and then all 4 bones: https://streamable.com/7nhxau

Image 477

Image 478

Answer

Hi,

thank you very much for your support request.

With UMotion Pro's built in IK, you can exclude whole bones from the IK calculation but you can't constrain a bone's degree of freedom (e.g. constraining around a rotation axis). To completely exclude a bone from the IK chain, use the chain mask property:

If you want to constrain a bone's rotation axis, consider using a custom/3rd party IK solution combined with UMotion. Final IK supports that sort of constraint for example. To learn more about using Final IK with UMotion, please check out the manual at chapter "Pose Editor / Options" and headline "Extending UMotion". Here is also a related forum thread with additional details: https://support.soxware.com/communities/1/topics/682-how-can-i-use-umotion-with-final-ik

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

Best regards,
Peter