z axis is swapped for y in curves mode

SamTotman 1 year ago 0

I was making a walking animation, so i followed a former question here on how to set all key frames of the z axis to 0 so it walks in place.

I noticed that in curves the z front axis is being used as the y axis as blender.

Is there an option that changes it to unity default layout or is how the plugin has been set? 

If it is how it has been set will there be a fix for this, its counter intuitive.

Answered

Loop animations changes rotation or position over time

Anonymous 1 year ago updated by SamTotman 1 year ago 2

I have a walk animation that walks forward, the problem is when loop is enabled after a few seconds like 10 to 20 seconds it starts changing rotation or position over time. 


The first and last key frames match on either transforms.

Plays ok for those first seconds then starts moving up or rotating at either axis x, y or z. Seams random the course it takes.

How could i prevent that

Answer
SamTotman 1 year ago

Hi thanks for the quick reply, there is no layers for this animation yet, i've redone it all again, copied the first and pasted on the last again and now its working. 

Thanks anyway, you can delete this post if you'd like, it's not giving the option to do so myself. 

Answered

Importing humanoid Mocap with object

Adrian Taylor 1 year ago updated by Peter - Soxware Developer 1 year ago 1

Hi there,

I have a humanoid Mocap animation that I'd like to edit in Umotion but I'm not sure of the correct way to configure the character. The animation contains a traditional humanoid skeleton as well as a seperate object (in my case the object is a tennis racket) 

The animation is an FBX file and has a heirachy:

What do I need to do to get this working in Umotion, and to save the editded animation so that it can be played back on other humanoid characters?

Image 1413

Answer

Hi Adrian,
thank you very much for your support request. Here is a quick step by step guide:


  1. Drag and drop the fbx file (from Unity's Project window) into a Unity scene.
  2. Open UMotion's Clip Editor and Pose Editor
  3. In the UMotion Clip Editor, click on File --> New Project --> Humanoid
  4. Drag and drop the character from Unity's Hierarchy window into the UMotion Pose Editor's top most field
  5. Import the animations you want to edit by clicking on File --> Import Clips in the Clip Editor
  6. When done animating, click on "Export Clip". If you want to export directly into the FBX file, make sure to adjust the Export Settings accordingly.

Follow-up information:


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

Best regards,
Peter

    Answered

    A way to export the animation at a specific frame to Maya/Blender?

    skinwalker 1 year ago updated by Peter - Soxware Developer 1 year ago 1

    Hello,

    I'm wondering if there's a way to somehow bake a humanoid character's bone transform at let's say frame 25 and export that result to maya or blender (including the mesh). i don't need it to be animated just the pose itself, since in unity humanoid rig i'm not getting the exact match and will be very useful to actually see in maya how my character is posed after the unity humanoid setup.

    Best Regards!

    Answer

    Hi skinwalker,
    thank you very much for your support request.


    You can just export the animation into the FBX file of your character using the "Update Existing File" mode. This preserves the mesh. If you only want to export frame 25, you can delete all other frames from the animation (or just select frame 25 in Maya).

    Another possible way would be to have frame 25 selected in UMotion. Then click on the arrow next to the "Clear" button in the pose editor and select "Clear - Keep scene pose". The character is then going to keep the current pose. Then use Unity's FBX Exporter package (from the package manager) to export the character as it currently is.

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

    Best regards,
    Peter

    Answered

    Custom IK setup for a snake-like character issues

    bartolomey_wong 1 year ago updated by Peter - Soxware Developer 9 months ago 2

    Hello Peter,

    Following your IK setup tutorial, I've set up the IK chain for my snake-like character (a part of it, its tail) like that:

    https://take.ms/53JbyH

    My model is actually a collection of models united into one. So like a toy thing, with many segments.

    So the handle is on the last bone in the tail. But when I move the handle in the pose mode, I come across two issues:


    1. The last segment of the tail seems very rigid, stuck to the previous segment, and they move together as one. You can see it here, there's no curve, no bending between segments in the tip of the tail:

    https://take.ms/ahCrS

    And in Blender you can see the borders of these segments and how they are arranged when I move the last bone:

    https://take.ms/R71ok

    Why is it not like that in Unity?

    2. Another issue is, I can't rotate the bones via IK handle. I mean, when I choose Rotate tool and rotate the handle, the handle rotates, but this doesn't translate to the bones, to the mesh.

    3. And last one, when I move the handle, the whole chain is kinda broken in the way it's bent, like that:

    https://take.ms/MIBJl

    So it has this very hard bending point after the first bone, and then other bones, though connected to the chain, behave very differently.

    I mean, what I would love to achieve is the smooth bending of the whole chain, you know. So that the whole chain would curve like a snake's body, without such a sudden break in the chain like there is now.

    Could you give me recommendations on how to achieve that? What do I do wrong?

    Answer

    Hi,
    thank you very much for your support request. Sorry for the late reply, I somehow haven't received a notification regarding your post.

    Using IK for things like tails isn't going to generate natural "smooth" looking results (due to the nature of how the IK algorithm works). You also loose a lot of artistic control over it. Do this instead:

    • Hold Shift while selecting the first (top most) bone of the tail. This automatically selects all child bones too.
    • Then use the rotation tool to apply a rotation in the direction you want the tail to move. Notice how the rotation is smoothly distributed between all bones of your tail:

    Image 1454

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

    Best regards,
    Peter

    Cannot set rotation offset

    Anonymous 1 year ago updated 1 year ago 6

    Image 1409

    All i want to be able to do is type 270 in X in Rotation Offset. It is grayed out? Everything else would fall into place if i could just change that.

    Answered

    Snapping doesn't use the increments set in the Unity editor

    Leo 1 year ago updated 1 year ago 4

    Hi,

    I noticed that no matter what snapping increments are set in Unity, UMotion uses 1 meter and 15 degrees for snapping. Those numbers are really big and make snapping pretty useless for me, so I've just avoided snapping so far even though having it would be really convenient. I haven't found anywhere else to set it so far, so I think this is by design, but is there any chance that snapping could use the same increments as set in the editor?

    Thanks

    Answer

    Hi Leo,
    thank you very much for your support request. What are you animating, that snapping is relevant?

    Currently snapping invervals are fixed in Umotion.

    Best regards,
    Peter

    Answered

    Exporting animations do not match Editor animations

    kloogens 1 year ago updated 1 year ago 1

    I've been trying to export some simple animation clips.

    Two of the four exported animations do not match the ones in the editor.

    I have tried both generic and humanoid animations and the both have the exact same problem

    The arms in the animations in question begin in the T-pose. Which isn't even close to the animations in the editor.

    I know humanoid retargeting isn't perfect, which is why I also tried generic animations and they didn't work either.

    I've tried exporting to FBX and Anim file and it happens either way.

    Again, two of the four animations have this issue while the other two work just fine.

    I have no idea what is going on. I've spend hours trying to figure this out. I'm lost.

    Answer
    kloogens 1 year ago

    The IK Blending value was messing with things.  

    Since there was no FK animation it was in the T Pose when the IK Blend value was set to zero.

    Makes sense now.  Not sure how I missed it for so long.

    Answered

    is there a way to adjust the all frames at once

    eris 1 year ago updated by Peter - Soxware Developer 1 year ago 1

    im trying to edit an animation but i need the arm rotated like 5 degrees  so it doesn't clip.. is there a way to add that 5 degree rotation to all the frames on top of the current clip

    Answer

    Hi eris,
    thank you very much for your support request.

    Yes, this is possible: In UMotion, create a new animation layer of type additive. Than on frame 0, rotate the arm for the 5 degrees you've mentioned and save the change (only for the arm) as a key frame. The change is now added on top of the underlaying animation.

    More information: https://www.soxware.com/umotion-manual/Layers.html

    This video tutorial also uses an additive animation layer: https://www.soxware.com/umotion-manual/InPractice3.html

    Best regards,
    Peter

    Answered

    Viewport doesn't respond to mouse clicks

    bartolomey_wong 1 year ago updated 1 year ago 2

    Hello Peter,

    So sometimes (very often) after some manipulation, like rotation of the bone, viewport becomes inactive for mouse clicks. I mean, I click the right button to rotate the camera, for example, and nothing happens. I click the middle mouse too, to pan the view, but it doesn't work as well.

    I have to select the hand tool to pan the view, and after that it becomes responsive again.


    Can you figure out what is the cause of such behaviour and how to fix it?

    Answer

    Hi bartolomey_wong,
    thanks for reaching out. This could be a Unity bug (do you get an error message in the console after clicking on the "hand tool" and thus re-storing the clicking functionality)?

    Best regards,
    Peter