
Can I get refund?
I`m so sorry to say this... I put umotion pro in my cart to buy later but I accidently bought this asset. Can I get refund? So sorry for this. I will definitely buy later this asset.

Hi Den,
thank you very much for your support request.
Please send me your invoice ID via the email support form: http://www.soxware.com/email-support
Best regards,
Peter

Weird root rotation after creating avatar from exported fbx file.
Hi;
I'm trying to create an animset for my project. Animations works well with their own fbx file but they need some edits. So i'm using umotion pro for edits and exports. Edits are simple, i'm just changing some positions, not using ik, not generating ik setup. Just importing fbx file, changing some positioning mistakes and exporting as fbx. After editing is done, i'm exporting fbx file.
After that i need an avatar to see the animation preview. When i use humanoid avatar from original fbx file it gives error because of some bones. I cant use original avatar.
So i created new humanoid avatar by selecting "Avatar Definition as Create From This Model". After this, animation doesnt work correctly, hands and feets are moving wrong. I realised that this happens because file is including only animation poses and while generating avatar, unity can not find proper T pose.
So i created a new umotion clip with only 2 T pose keyframes. Exported as fbx, generated avatar with correct bone setup and T pose. This avatar worked well with the bones, every part of the body moving correctly but now i'm having root rotation problem. After this step, character started to run with about 30 degrees angle to the right. In umotion clip editor character looks forward but when i use exported fbx file with the avatar that i created 2 TPose frames, character doesnt look forward.
I hope i could explain the problem well.
All the best.

Prolem solved by selecting Root Transform Rotations in Animation Tab from "Body Orientation" to "Original".

Timeline Child Animation
Hi,
I am trying to edit a bow shoot animation of an character so it aligns with the bow string/arrow. The problem is the bow is a child of the character and I wanted to use timeline to play them at the same time to align the hands with the string. But because the bow is a child of the character when I scroll through the timeline while editing the character animation I get a message "The preview mode of the Unity Animation or Timeline Window would manipulate a Gameobject locked by UMotion. The preview mode will be disabled". Is there any way I can preview the bow animation while manipulating the character animation? Or is there a different approach you could suggest to achieve my goal?
Thanks, and very nice product.

Hi,
thank you very much for your support request.
If the bow is already a child of your character, you could animate both inside UMotion. If your UMotion project is of type "humanoid" you need to enable the bow's transforms first (generic transforms are disabled by default in humanoid projects). Switch into "Config Mode" and select the transforms of the bow in the "Rig Hierarchy". Then in the "Properties" tab set "Visibility" to "Show".
Please let me know in case you have any follow-up questions.
Best regards,
Peter

loop rotation out of range keys
hi sorry for all the questions
i'm animating a person turning on the last frame it looks good but if i go to the frame after the animation it rotates the person
its like i have a key but i don't
in 3ds max you have out of range keys which have given me strange results like this ive set the last fram to liner looked in the curve editor but cant see where i'm going wrong
here's 3 screen shots sorry for not cropping photoshop has stopped working

Hi Robin,
thank you very much for your support request.
This is because the animation plays from the start again because you have looping enabled in the playback settings:
For further information please check out the manual at "Clip Editor/Playback Navigation".
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Hips rotation - rotates entire body, I'm using IK
Hey,
when I rotate the hips, my entire body rotates along. I've done the IK setup wizard, and the character is using IK. From my understanding, his hips shouldn't rotate the entire body along anymore?

select the feet ik postilion things square cube then in in the pose editor there is a small tick box ik pinned this will lock the feet

import clips
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

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

Shorten my clip
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?

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

Right hand sliders disabled
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

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

Mouth and lips
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...

Unity 2019.3.8f1 Issues
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?

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
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