Answered

is there a way to adjust the all frames at once

eris 12 months ago updated by Peter - Soxware Developer 11 months 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 12 months ago updated 11 months 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

Under review

Export failedUse human form I tried fbx Anim but it didn’t work.

Anonymous 12 months ago updated by Peter - Soxware Developer 11 months ago 1

Image 1408

Answered

Missing bones error

bartolomey_wong 12 months ago updated 11 months ago 7

Hello Peter,

I've exported rigged FBX from Blender into Unity, added it in UMotion into the slot for gameobject, and I got this error:

https://take.ms/khkqF

The rig then looks like this, with the bones missing on every chain's end: https://take.ms/bXk3z

Compare it to Blender: https://take.ms/6Oir4

What can be a problem and how to fix it?

Thank you.

Answer

Hi bartolomey_wong,
every time you assing a new character (or a new version of your character) to the same UMotion project, it will add references to all bones/transforms to the project. It will also give you a warning if it doesn't find the old bones/references. You could either press "Clean Up" in Config Mode to get rid of those old references or you could create a new UMotion project file.



Please always use one UMotion Project file per character.

Best regards,
Peter

Answered

Turn off the UI elements for some scene views?

bartolomey_wong 12 months ago updated by Peter - Soxware Developer 12 months ago 1

Hello Peter,

I've created a layout with several scene views, to easily view the scene from different angles while animating.

Screenshot: https://take.ms/asyTH

But as you can see, the UMotion in-scene panel is too large in those smaller views. Is it possible to turn it off just for some views but keep it on for the main view?

Thank you.

Answer

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

Unfortunately it's only possible to globally enable/disable that scene view "tool assistant" windows:


Please let me know if you have any further questions.

Best regards,
Peter

Answered

Is it possible to use UMotion not for animation, but for creating poses for assets?

bartolomey_wong 12 months ago updated by Peter - Soxware Developer 12 months ago 1

Hello Peter,

So for example, I have a rigged character for a prop (a corpse). And I want to create several prefabs with this one model, having different postures for different environment. 

Is it possible with UMotion to pose this model for several prefabs like that? Meaning no animation needed, I need to only have the ability to work with bones, move them around to create the pose, and then save the result as a prefab?

If it's not possible with UMotion, perhaps you have some recommendations for me as to how I am to achieve this?

Thanks in advance.

Answer

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

Yes, this is possible. Create a new UMotion project file for your character and assign your character to the pose editor. Pose your character (by moving the bones around). Once done, you can optionally save the pose to the UMotion project file (if you later want to come back and refine it) by created key frames for it.

Now here's the trick, instead of clicking on "Clear" in the Pose Editor to finish editing your character, click the arrow next to "Clear" and select "Clear - Keep scene pose". 

 

Now the character keeps the pose even when not controlled by UMotion anymore and you can make a prefab out of it (by dragging and dropping the character from Unity's hierarchy window into Unity's project window).

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

Best regards,
Peter

Answered

Can I animate transformations with UMotion?

bartolomey_wong 12 months ago updated by Peter - Soxware Developer 12 months ago 1

Hello,

I would like to create simple animations for environmental objects, like pulsating, meaning scaling up and down a bit in a loop. Or moving up and down, for things like grass or something.

So if I understand correctly, I would need to animate the scale and position for these cases, respectively. 

Could you give me a hint on how to do that with UMotion? Cause I've followed your tutorial for a character rig, and I only know about animating with bones at this stage.

Thank you in advance.

Answer

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

That's easy. Make sure your object has an "animator" component assigned. Then create a new UMotion project of type generic. Assign your object to the pose editor and start animating as usual. You can animate the position, rotation and scale.

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

Best regards,
Peter

Answered

Can I animate characters in this style without a rig?

bartolomey_wong 12 months ago updated 11 months ago 4

Hello,

I have this style of animation in mind:

Youtube video

Is it possible to do without the rig or not?

Thank you.

Answer

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

If the parts of the character are separate transforms (i.e. if they are seperate parts in the hierarchy window) then the answer is yes. Make sure to create a UMotion project file of type generic in this case.

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


Best regards,
Peter

Answered

Animating visibility with UMotion?

bartolomey_wong 12 months ago updated 12 months ago 2

Hello,

Is it possible to animate the visibility of an object with UMotion? Say, I have a snake model, and I want to animate its tongue. So to simulate the rapid movement of it, I want to turn it on and off with keyframes.

Is it possible? If so, could you give some tips about doing it?

Also, if it's possible, is it okay that my whole model is united in Blender? I mean, it consists of separate segments, but then I combined them into the one mesh. Is it okay or does the tongue mesh have to be separate from the main model mesh?

Also, is visibility applied to bones or mesh? I mean, I have my model rigged with bones, but if I have a model without a rig, can I animate the visibility still?

Thanks in advance!

Answer

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

For making body parts invisible that are not separate objects, you could probably scale the related bones to zero or move them inside of the characters body.

If it's a separate part, you could just animate the "GameObject.isActive" or the "(Skinned)MeshRenderer.enabled" property using a "Custom Property Constraint" in "Component Property" mode. More information: https://www.soxware.com/umotion-manual/CustomProperty.html#ComponentProperty

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

Best regards,
Peter

Answered

Show Body orientation

Anonymous 12 months ago updated by Peter - Soxware Developer 12 months ago 1

I am working on adjusting animation to work for my "point and click" movement system. Since it is tile based I want animation (e.g. turn 180 degree) to be as exact as possible root motion wise. I find it very difficult to check in which direction the character would look since it uses the hip bone for root motion.

Is there a way to always show this blue circle / arrow seen in the IK wizard so I can get a better idea of the actual current root motion direction?

Answer

Hi,
thank you very much for your support request.

A simple solution would be to add an arrow GameObject as a child of your character's hips? You need to do this when the object is currently not assigned to the UMotion Pose Editor, otherwise UMotion won't let you alter the hierarchy of the character.


Unfortunately there is no built-in way to show such an arrow during animating.

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


Best regards,
Peter