Answered

Binding Warning : Some generic clips animate transforms ...

Tuck 5 years ago updated 5 years ago 3

I receive the following warning message when I select my character I've applied an animation to that I created in UMotion ...

https://i.postimg.cc/P5yTV9Wy/binding-warning.png

When I start the game my character immediately falls through the stairs halfway (only when the animation is applied) ...

https://i.postimg.cc/k40mtmCJ/floor-fall.png

Disclaimer : This is my first attempt to use UMotion and I've only been using Unity for a month. The animation plays just how I want when I view it in UMotion, but when I carry it into Unity and view the scene with the game running the above happens.

Answer

I figured out the issue. I don't know why but the Animations Rig tab Animation Type was set to Generic instead of Humanoid. 

Answered

Weird behaviour with humanoid Avatar Mask that contains extra bone

Corvostudio 5 years ago updated 5 years ago 2

Hello.
I animated some characters with uMotion and in particular with child-of constraint option.
Here's what I've done

Image 374


Basically the rifle attached to right hand (weapon is child of a bone called "WeaponJnt" that is contained in imported skeleton. I did this just as I learned from another topic I made where I added the weapon transform as new transform in prefab, but now i created a new bone in Autodesk Maya, so I'm using an humanoid skeleton with an extra bone)

Everything works just great when I just animate the character with Mechanim, without using Avatar Masks (As you can see, rifle became child of constraint of left hand, so even if weapon is under an extra bone it get recognized from animation):

Image 375

However I still have the same problem I had when i was using a new transform instead of an extra bone as weapon transform; The mask dosn't get applied on the rifle transform, wich dosn't get animated and dosn't follow left hand during animation.
Mask seems correctly implemented.

Image 376

After watching tons of similar posts I guess this should be working quite good;The animation can see and animate the extra bone, bvut the mask, even if the bone is imported, visible and ticked, got ignored. 
Also the name, parent transform etc of the imported extra bone haven't been modified in character prefab.

Answer

Hi,

thank you very much for your support request.

If the animation works correctly after being exported from UMotion (and not using the avatar mask), then UMotion did everything correct (= the animation is OK). So the issue must be related to your animator controller/avatar mask setup. To debug such issues, the easiest way would be to compare the local rotation/local position values of each bone of the not working setup with the working setup. Then you can see at which bone the differences start and then check why that bone is manipulated by the Animator component in such a way. Please note that from the last spine bone on, all bones need to have the correct orientation/position otherwise your hands won't reach the weapon correctly. Maybe your second layer in the animator controller is additive instead of override? Or the blending weight is not 1?


Best regards,
Peter

Answered

Convert Generic to Humaniod Character axis is off

Chris Hall 5 years ago updated by Peter - Soxware Developer 5 years ago 2

I got the Orc character from Maksim Burgrimov. The conversion from generic to humaniod works great and the animations are working also. The strange thing is the character postion is off. Instead of standing it's sideways. Is there a setting that I need to do? First time using Umotion but looked at the video ( https://www.youtube.com/watch?v=Cxn24UKtw4A ) for help.

Image 370

Answer

Hi Chris,

thank you very much for your support request.

I'm not exactly sure why the rotation of your character is offset (therefore I would need to see how you exactly converted the character step-by-step).


Anyway, when you export your animation to *.fbx, you can use the rotation offset in the export settings to fix your issue (click on the "gear" icon):


First choose the bone/transform on which you want to apply the rotational offset. Then use the value fields to add a 90° rotational offset. Click on the "?" icon (on the top right of the UI) to open the corresponding page in the manual to learn more about this feature.


Important: Please always set "Write Mode" to "Update Existing File" and choose your humanoid character's *.fbx file as "destination file". That way UMotion exports the animation directly into your humanoid character's *.fbx file. This ensures that the exported animation plays well with Unity's humanoid animation system.

If you have any further questions, don't hesitate to ask.


Best regards,
Peter

Answered

Bake layer changes to Base Layer keys

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

well it's selfexplanatory. I'd like to be able  to bake tweaks that i made in the particular layer into the Base Layer keys

Answer

Hi,

thank you very much for sharing your idea. I really appreciate that.

I've added it to my list of "ideas for future versions". I use this list as a basis for planning upcoming features.

Best regards,
Peter

Answered

Pre-select animations to export

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

It would be great to make some window with animations clips list where you could select only animations you need to export and remember those settings. Or even have some presets for different combinations (export walks, jumps,etc separate and shooting separate etc) . Also for example if you got some test clips or reference anims imported that you dont want to export.

 Yes I can remove unwanted from FBX but it should be done every time you export. and you should remember hat to delete/ Not realy optimal

Thank you! The tool is very helpful anyway.

Answer

Hi,

thank you very much for sharing your idea. Much appreciated.

I've added your idea to my "ideas for future versions" list. Regarding the presets, the closest thing you could do right now would be to create a different UMotion project per preset (e.g. a "walk" project, a "jump" project)...


Best regards,
Peter

Answered

Humanoid animation: strange thumb orientation

Anonymous 5 years ago updated by Peter - Soxware Developer 1 year ago 8

Hello, I encountered strange behavior - when creating animations with uMotion everything works fine except for both thumb bones.
For some reason something from animation is not applying to that bones, in other words when playing animation in game -> right and left thumb bones are not following animation correctly.
I've tried in different humanoid characters (both with IK and without), started new project and all result are the same.
Here is a quick example screenshots done in new project in Unity 2019.3.
Made simple animation in uMotion Pro with both hands to demonstrate the issue:
a) this is how I want animation to look

Image 365


b) this is how animation looks in game

Image 366


As you can see from screenshots: right thumb is completely off from animation, left thumb is somewhat missing rotation.
Can you assist me to understand why is this happening and how to fix it?

Answer

Hi,
thank you very much for your support request.

The animation re-targeting quality of "humanoid" is largely dependent on how accurate the T-Pose of your character is in the humanoid avatar configuration. If you get re-targeting issues on specific bones (the thumb bones in your case), make sure to adjust the thumb bone in the humanoid avatar configuration to match the T-Pose more accurately:

  1. Select your character in Unity's "Project Window".
  2. In the "Inspector" window click on "Rig" and then on "Configure...".
  3. Now ensure that the bones of your thumb are both highlighted in green (and that their role's are assigned correctly). Then ensure that their pose is correct as described by Unity:


Source: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Enlarged version of the picture from the blog post (notice the thumb orientation):

When you've saved your changes of the humanoid avatar, you need to re-export your animation from your UMotion project in order for the changes to be applied to the animation.

Btw. small re-targeting errors are always expected when working with humanoid. That's just in the nature of this animation system (check out the blog post linked above to get a better idea of what humanoid is all about). If you want "pixel perfect" results, use "generic" instead.

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

Best regards,
Peter

Answered

A hand rig as a humanoid project

JS Guru 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hi,

I am a complete newbie to Unity and to UMotion, I hope you can point me to the right direction.

I have a hand rig (no arms, legs or body).  I want to use the nice Hands Muscle Groups Assistant window.  Right now I can't create a UMotion humanoid project using this rig, so I can't use the Muscle Groups Assistant.  Is there a way to get the Hands Muscle Groups Assistant window for a generic UMotion project type?

Answer

Hi,

thank you very much for your support request.

The problem with this is, that a generic rig is really just a hierarchy of any sort of bones. Unity/UMotion can not differentiate if a generic rig is a "hand" or e.g. an animal. Thus it is not possible to provide any sort of predefined assistant windows for generic rigs.

Anyway, if you change rotation interpolation mode to "euler" for your finger bones, you can use custom property constraints to control the rotation of the bones. The custom property constraints show up as sliders in the "channels" view and thus offer an animation experience that is closer to what you get from the muscle groups assistance.


This video explains the different rotation modes in UMotion and shows you how to switch to euler interpolation:

Btw. if you're just looking for a nice way to curl all 3 finger bones at the same time, you can use the following feature:

  1. Hold shift while selecting the top most ("proximal") finger bone. This automatically selects all child bones too.
  2. Use the rotation tool (in local space) to apply a rotation. The rotation is smoothly distributed between all 3 bones making the fingers curl in a natural way (if you rotate in the right direction of course ^^).

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

Best regards,

Peter

Answered

Cannot Move Keys

gaming 5 years ago updated 5 years ago 2

Strange problem in uMotion Pro. When I click on a key, or select multiple keys, I cannot drag it to move the key. In the tutorial videos you just left click on a key and drag to move, but not working for me. HELP PLEASE!!!

Answer

Hi,

thank you very much for your support request.

I just double checked, dragging keys seems to work fine for me in UMotion V1.22p05. Can you show me a gif/video of your situation so that I get a better understanding of your specific situation?

Please note that if your rotation keys are in "Progressive Quaternion" or "Quaternion" interpolation mode, you can only drag them left/right (in the curves view). That is intended (for more information please watch the following video tutorial):

Best regards,
Peter

Answered

How to animate generic objects in humanoid animation

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

Hi Peter

Thank you for this amazing tool. I have some problems animating a character, that was previously a generic one. I changed the rig to humanoid and set all bones to the appropriate checkboxes. The animations are working fine, but there are the bags, that the character (a soldier) carries. These are in the rig hierarchy directly under the root parent: 

Image 361

These don't animate together with the character, when I want to show the transforms, it shows me the message "Animating generic objects that have no humanoid bone in their parent hierarchy is not supported.". What am I supposed to do? If the character does any animation, these bags stay at the same position and thus the character gets stretched: 

Image 362

Can you help me?

Answer

Hi,
thank you very much for your support request.

Looks like the rig/skeleton of your character is not compatible with Unity's humanoid animation system or your humanoid avatar wasn't configured correctly. This should be a UMotion independent problem. Double check your humanoid configuration (select the character in Unity's project window, then click on the "Configure.." button in the "Rig" tab of the inspector window). All bones should be displayed in green. There should also be no error/warning messages displayed in the "Rig" tab of the inspector window. Try to verify your setup by playing any arbitrary humanoid animation on your character.

This is the related Unity video tutorial: https://youtu.be/pbaOGZzth6g

This Unity manual page describes the required bone structure: https://docs.unity3d.com/Manual/UsingHumanoidChars.html

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

Best regards,
Peter

Answered

Separate animation export into multiple objects

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

When it comes to first person viewmodel animations, it's pretty common to animate the arms and weapon together, and then export them separately, so that they have their own animations and can each have their own animation controller. This allows for weapon variations to be animated differently while keeping the arms the same. (eg. Locking the slide back on a pistol without having to double every arm animation for this variation)

So in short, it would be nice if we could export just a section of the hierarchy, with the selected object being the root of this new animation. Then we would be able to create an animation controller on just this object. Likewise I guess this would also need the ability to ignore certain objects in a hierarchy when exporting so that there are no conflicts.

Answer

Hi Janooba,

thank you very much for sharing your idea. I really appreciate that.

I've added your idea to my "ideas for the future" list, so that I can consider implementing it in a future update.

Best regards,
Peter