Replace "loop clip" check mark to main window
It would be very usefull to replace loop clip check mark from "Settings" -> "Clip" to main "Clip Editor" window. Somewhere at the bottom maybe. I had to make tons of animations, thanks Umotion pro, and every time i just cant see, is my animation looped or not. Search through every animation and check this field is very painfull.
Hi,
thank you very much for sharing your idea.
If looping is enabled or not for the current clip is already displayed in the clip editor:
Is that what you've been looking for?
Best regards,
Peter
Animations exported to fbx are slightly different
I am trying to export animations as fbx for optimization, but they look different, no matter the fbx setup (tried ascii, binary, changing the version, lossy, lossless, etc), in the end the fbx animations always differ a bit, and some movements get very wonky. Left side is the .anim export, Right side is the fbx export.
Hi,
thank you very much for your support request.
Please note that the size of the *.anim file shown in the windows explorer is not the size the *.anim file is going to have in your built game. The build size is shown in the inspector of the *.anim file. The authored *.anim file contains lots of editor only data that increases the file size in your project, but this data is stripped as soon as you build your game.
Never the less you are right, exporting to *.fbx can bring the file size even further down.
What you're seeing here is that the humanoid avatar generated for your exported fbx isn't created correctly, thus the animation re-targeting has more offset/error than usual. There are two ways you can overcome this issue:
- In the UMotion export settings, set "Write Mode" to "Update Existing File". Then select your character's *.fbx file as destination file (you can also duplicate your character's *.fbx file first if you want). This ensures that Unity uses the correct humanoid avatar for converting your fbx animation to humanoid.
- If you want to keep "Write Mode" to "Export As New File" you need to create a T-Pose in the first frame of your animation. Go into Config Mode and make sure your character is in T-Pose there. If not, click on the "Apply Bind Pose" button and then click on "Save Reference Pose". Your character should now be in T-Pose. Back in edit mode, move all keys of your animation clip one frame to the right. Move to the first frame, click on "Apply Reference Pose" to apply the T-Pose. Then create key frames for all bones. Now delete your previously exported *.fbx and re-export. Usually this ensures that Unity generates a correct humanoid avatar for your character (but this can depend on the character rig). In the inspector of your fbx animation, you can adjust the timing so that the first frame is skipped.
Let me know if this works for you.
Best regards,
Peter
Humanoid to Generic
I have some humanoid animations that dont work with my generic animations. Is it possible to convert/retarget humanoid animations to a generic skeleton with this? Will it take care of the name hierarchy and scale too?
Hi,
thank you very much for your support request.
You can only re-target your humanoid animation to your generic character if your generic character can be configured as humanoid. In that case you would just need to duplicate your character and configure the duplicated version as humanoid. Create a new UMotion project of type humanoid and then import the humanoid animation clip. Then create a generic UMotion project for the generic version of your character and import the humanoid UMotion project (via regular clip import) into the generic project. Now you can export the animation as generic.
My Animation Converter asset does it in a similar way but it has an optimized workflow for this conversion and is thus faster (requires less clicks).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
What about delete few animation clips from clip editor?
Currently im using umpro 1.22p03. And i need to remove more then 10 animations from umotion project in clip editor, and its not usefull to remove one by one. It will be awesome to have that feature like select animations and remove them all at once.
Because now i have few projects where i has to remove more then 10 animations one by one.
Thank you very much for explaining your situation. I've took a note on my ideas for the future list, so that this feature is considered for new versions.
Best regards,
Peter
IK Pinning Disabled
I've imported my humanoid character into my UMotion project and am able to animate it just fine. However, in trying to creating a kneeling pose, I found that the IK pinning options are all grayed out and I can't pin any of the joints to accomplish this. I used the IK setup wizard when starting the IK project and all of the information I can find only mentions that as being needed. If I go to Edit > FK to IK Conversion is does enable them, but it also causes all of my current animations to be reset. Any idea what is going on here?
Hi,
thank you very much for your support request.
Correct, IK Pinning doesn't work on an additive layer (as you can't really add up IK Pinning in a meaningful way). You can only adjust IK Pinning in the base layer or in an override layer. I'll try to make this clearer in the docs.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Apply twist motion as arms / legs move Humanoid Rig
But instead of using a driver to apply a blend shape as the arm moves up or down (or any other finnicky joint) I'd like to manipulate a twist bone on the rig. Is this possible to do with UMotion?
Thanks.
Hi,
thank you very much for your support request.
Yes, you can manipulate all bones that are present in a character's skeleton (including twist bones). But please note that Unity's humanoid animation system does not support twist bones. While you can define the twist bone as extra bone of your humanoid character, extra bones are not re-targeted to other humanoid characters. Thus it doesn't really make sense to use humanoid anymore (as animation re-targeting is really the only benefit you get from using humanoid) --> use generic instead.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Additive scale keyframes inserted on export
I believe I've found a bug with generic rigs and additive layers.
Problem
If an additive layer is selected for editing in the clip editor and "Auto Key" is set to "Generate", often when switching animations or exporting, one or more scale keyframes (and sometimes a rotation keyframe) is added, causing the final animation to be modified and exported incorrectly.
Expected Result
Scale keyframes should not be added to the additive layer of animations when switching animations or exporting aimations on a generic rig.
Steps to reproduce
1. Create a uMotion project and configure a generic rig
2. Set "Auto Key" to "Generate"
3. Import an animation or add some keyframes to the Base Layer
4. Create an additive layer and place some keys for bones in the rig
5. Export animations (or, sometimes just changing the selected animation for editing will do also work)
Fixed in UMotion V1.22p10 (available on the Asset Store in 1-2 days). Thanks again for reporting.
Best regards,
Peter
"Change Pivot" Feature request / Question
Hi Peter. Thank you for great plugin!
I've made a few good animation and Just wanted to add here a Feature request / Question:
- Can we automatically change Pivot mode based on Rotation / Moving tool? I mean - when I press "W" for moving the Pivot changes to Global, and when I press "E" for rotation the Pivot goes to Local. I know that there is the "X" key. But it breaks a quick workflow and creates a lot of mistakes/misclicks.
thanks
Hi Maxxx,
thank you very much for your feature request.
While being useful in your use case, it's not guaranteed that everybody always wants the move tool to automatically be in global space (and the rotate tool to automatically be in local space). It really depends on the current situation but also on personal preferences. Unity for example is also not changing the editing space automatically when switching from the rotate to the move tool. I think in order to be consistent it's better to keep the current "manual" behavior.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
vehicle + humanoid
Hello,
I have a humanoid on a quad bike. I downloaded the humanoid from mixamo with some default animations. I m wondering if I can import the quadbike and animate the humanoid on top of the quadbike? The quadbike is attached to a rigidbody and wheel colliders and will be moving using the physics engine.
Hi,
thank you very much for your support request.
Yes this should work, but I would recommend changing your character from "humanoid" to "generic". Humanoid is great when you want to share animations between multiple characters but is less precise (e.g. fingers can have slightly different poses in the exported animation, hands might not be exactly at the handle,...). Humanoid is also a bit more CPU intensive. Generic plays the authored animation directly (without converting it into the lossy humanoid animation format). Here is a detailed blog post about what humanoid is: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
To animate your character, make it a child of the quad bike. Create a new UMotion project and then drag and drop your character (not the whole quad bike) into the Pose Editor of UMotion. If you want to keep the hands on the steering handles (that are controlled via physics/script), you need a runtime IK solution on top of the regular animations. Please note that UMotion is not a runtime IK solution (IK is only executed at authoring time in UMotion).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Problem with humanoid root position/orientation
Question, I got two animation clips (Humanoid), but the root/hip have different orientations and positions. The chatacter is facing in different direction if one or the other animation is applied. I played with the root transform import settings, but there is still a noticable shift in position if transtition from one to the other clip.
I tried to use Umotion Pro clip editor, importing both clips, and adding a layer to both. I was then adjusting the hip position and rotation (they are marked rm - rootmotion) in an override layer (also tried additive) for both clips so they are excatly the same.
But after export of both clips, the position and orientation do not match.
What do I do wrong?
Hi,
thank you very much for your support request.
The generation of the root motion curve for humanoid is a bit buggy in Unity (as the root position always seems to be based on the center of mass i.e. it is slightly different depending on the pose of the character, no matter what you have authored in the original clip initially or what you have configured in the clip Inspector settings).
That's why UMotion offers a feature to generate the root motion curves (instead of Unity) in the intended way. To enable this feature, open the clip settings in UMotion (the gear icon) and check the following checkbox:
If this doesn't solve your issue, please post a few screenshots showing your problem.
Best regards,
Peter
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