Answered

import clips

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

hi peter when you import clips is there away to select several clips 

iv'e tried ctrl shift etc but can only seem to add one clip at a time thanks

Answer

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

If I recall correctly, Unity's file dialog API doesn't support multi selection. But you can select multiple clips in Unity's Project Window and drag & drop them to the import window.

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

Best regards,
Peter

Answered

Shorten my clip

Penhoat 5 years ago updated 5 years ago 1

Have a simple questions:
I've created a running animation, and am happy with it. However when increasing the playback I realise it definitely looks better at 1.5x speed. How can I shorten the clip I have right now of one second, so that it matches the speed that can be seen in playback?

Answer
Penhoat 5 years ago

Nevermind! by searching for "speed" instead of shorten I found the answer here! Appreciate it.

Answered

Right hand sliders disabled

schuebl christian 5 years ago updated 5 years ago 10

Hi Peter,

actually I've a problem with the right hand  sliders. They are always disabled for the right hand, left hand sliders work as expected. While I've a mismatch between the transform names of my Synty Model and Mixamo animations I've renamed my transform of the model of the right hand by removing the blanks in the name string (i.e: finger_01 1 to finger_011 ect.).


After set-up the model all renamed transforms of the right hand are locked in UMotion. I've activated them in the Config mode and set their parents from hidden to solid equivalent to left hand settings. Now I see the bones, but the sliders are still disabled...


Any idea what is missing? Thanks in advance.


Best regards

Christian



Answer

Hi Christian,

thank you very much for your support request.

The problem is, that due to the renaming these bones are not mapped to humanoid bones anymore (the mapping is done via the humanoid avatar and is based on the bone name). If you want to change the naming of your bones, do it in your source file (e.g. in the *.fbx file) using a 3D modeling application of your choice.

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

Best regards,
Peter

Answered

Mouth and lips

Raimonds Ūdris 5 years ago updated 5 years ago 1

Hi, it is possible some way change lips an mouth positions - open/close?

In default pose mouth is closed, but when I import some clips, mouth is opened and I need shut up this women...

Image 284

Answer
Raimonds Ūdris 5 years ago

Sorry for question but I found right bone for  that,

Not reproducible

Unity 2019.3.8f1 Issues

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

Image 282

I am trying for the first time with uMotion free and when I open the example scene, the characters are all stretched out and whacky. Seems like it doesn't work in 2019 Unity. Any ideas?

Answer

Hi,
thank you very much for your support request.

All versions of Unity 2019 are fully supported by UMotion (including Untiy 2019.3.8f1). Looks like Robot Kyle wasn't imported correctly (it probably already existed in your project with different import settings).


My recommendation: Delete all UMotion folders and also delete all Robot Kyle related files from your project. Then import UMotion again from the asset store. Importing UMotion into a new empty Unity project should also work fine.

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

Best regards,
Peter

Answered

Importing clips from other UMotion project fails because of constraint setup

Sean W 5 years ago updated by Peter - Soxware Developer 5 years ago 1

I'm trying to import some clips from UMotion project to another, but it's failing because I'm getting the error "The constraints of 'IK_Foot_L' are not compatible with this project. The constraint setup needs to be exactly the same."

Is there a way to get more specific info about this? The 2 projects were generated from identical rigs, and they both used the IK Setup Wizard, so I just wish I had more clues to figure out what is going wrong.

Thanks for your help! :)

Answer

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

Switch into Config Mode and compare the constraint settings of "IK_Foot_L". All settings must be exactly the same:

Please let me know in case you need further assistance.

Best regards,
Peter

Answered

Mismatching Editor vs Game [Only Spine Rotating Left Right]

Efekan PULATLI 5 years ago updated by Peter - Soxware Developer 5 years ago 3

Hello,i perceived that spine rotation to left is not working it is rotating while editing however in the game scene it is not rotating here the screenshots that shows us difference and i also put a video which character always rotating around it. while simulating

https://www.dropbox.com/s/hvgyc0pqyp661w0/Ekran%20Kayd%C4%B1%202020-04-20%2018.16.46.mov?dl=0

Image 270

Image 271

Answer

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

Final detection,When spline rotating forward, foots are gone backward a little bit,foots are not pinned to ground any idea about that?

Yes this is a problem of Unity's incorrect root-motion generation. When you are exporting your animation to *.anim, UMotion can generate the root-motion curves for you (in a correct manner). Enable the following setting:

If you want your animation to be played "in place", then please enable all the "Bake Into Pose" settings (I think this is the issue of your initial question, right?). Without "Bake Into Pose" offsets accumulate every time the animation loops.


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


Best regards,
Peter

Answered

Mismatch between UMotion Editor Setup and Unity Editor

schuebl christian 5 years ago updated by Peter - Soxware Developer 5 years ago 10

Hi Peter,

recently I bought your tool and first I must say top notch work! Keep going on! I've a Mixamo sitting Animation and try to fit it for a sample Scene. To fit the sitting character with the Jeep model I use, I've modified the root bone position and rotation by an additive layer. I also fit the feet positions by IK using two separaded override layers. 

Image 262

As you can see in the Screenshot, in UMotion anithing is fine. And the Animation now fits with the Jeep.

Image 263

I've exported the Clip as binary FBX. But if I use this exported humanoid Animation in Unity the character height Position doesn't match anymore with the Animation. If I modify the root object Position in the Scene (not the model which is a child) it doesn't fit anymore with UMotion and vice versa.

Image 264

Also the IK Setup for the feet right is missing in Unity (IK is active in the Animator and also the weight is set up to 1). I tried several set-up the last 2 Hours but I can't find a solution. Any help is appreciated. Thanks in Advance.


Best Regards 

Christian

Answered

Animation export has keys for bones I didn't animate

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

When I export an animation it's showing keys for a lot of bones I didn't animate. This is a huge problem because I am only animating the right arm to draw a weapon, so when I play this on layer 1, it's over writing the rest of the figure's animation because it thinks more than just the arm is being animated.

I tried just removing the extra keys in the unity animation window, but the legs got completely out of whack.

Answer

Hi,
thank you very much for your support request.

I guess your model is of type humanoid? For a humanoid animation to be valid it always needs animations for all the muscles of all the required humanoid bones. So UMotion's behavior is correct when creating all those muscle curves. When you manually delete these additional muscle curves, your animation get's invalid and thus you get incorrect results.

"This is a huge problem because I am only animating the right arm to draw a weapon, so when I play this on layer 1, it's over writing the rest of the figure's animation because it thinks more than just the arm is being animated."

The correct way of doing this would be by using an avatar mask to define the parts of the animation that your layer should use:

Generic animations work they way you would have expected (only the bones you animate are being exported). This is because generic is a regular/classic animation and "humanoid" is a regular animation converted into the normalized "muscle space" that can be re-targeted to other characters: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

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

Best regard,

Peter

Fixed

humanoid changes to generic

Robin 5 years ago updated by Peter - Soxware Developer 4 years ago 11

Hi Peter

Sorry to keep troubling you

just a little background

I mostly use unity for animations not game making

I make my assets in 3ds max then rig in mixamo (as I hate rigging and waiting to render in 3ds max )

and use mixamo animations

I then import ito unity

i bring in the fbx model in the inspector I set as humanoid as I always use the time line I love the time line.

then import the fbx anims setting them to humanoid

then ctl d the anim and delete the fbx

I then have a folder full of anims to work with

(with your great asset I can see that I can make my animations 100/ better

the more I play with it the better I like it and wish id bought it sooner)

so I was testing out started a new clean unity project

Imported 2 characters rigged in mixamo

and some animations

I started editing the animations in Umotion added a layer additive (love the layers)

saved my animation as anim new file(Anim_Waving_Altered)

then tried to load to make another alteration to the file

but get

this clip of type "generic" uses a different rig change the clip to humanoid

so I loaded my other character in umotion then loaded the clip no problem

in the timeline the clip is still happy if it was generic it wouldn't work in there?

ive uploaded to your Dropbox

it is the yoshi model that is effected not the jack model

thanks for your time Robin

Answer

Fixed in UMotion V1.22p02.