Answered

Adding value fields to the floating rig panel.

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

I find it hard to center out the slider's on the floating rig panel , It could be nice to add input field or a value reader to see how far you moved the slider.

Answer

Hi Ronald,
thank you very much for sharing your idea. I've added it to the internal collection of ideas to be considered for future updates.

Best regards,
Peter

Fixed

Cannot toggle axis button in Clip Editor

superip 1 year ago updated by Peter - Soxware Developer 11 months ago 8

Cannot toggle the below buttons in Clip Editor. However, it sometimes work!

I had restarted UMotion, and Unity editor, but it did not help.

Image 1447

Answer

Fixed in UMotion V1.19p04.

Answered

Adding a Prop to the project.

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

Dear UMption,


I'm trying to create some snowboard animations, I have a Mixamo rig setup and made a board in the scene with some grab point's as child's of the parent board, that I would like to use with it IK solvers. 

How would set it up in Unity to have the grab points drive the IK Solvers?

Do I need to make a new FBX and set the rig type?, or is it possible to do this with standard Unity boxes and sphere's.

Thanks in advance,

Ronald.

Answer

Hi Ronald,
thank you very much for your support request. In UMotion's IK constraint, you can define which transform you want to use as IK target. More information can be found in the IK video tutorial (especially in the second part where it demonstrates how to manually setup an IK constraint): https://www.soxware.com/umotion-manual/ProLesson2.html

And in the manual: https://www.soxware.com/umotion-manual/InverseKinematics.html

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

Best regards,
Peter

Under review

Animation rigging, Multi-Aim Constraint, problem

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

Aiming@Pistol.anim


Hi,

When using animations edited with UMotion with Animation Rigging and Multi-Aim Constraint, the animations may become corrupted.

Image 1443

<Normal pose>

Image 1444

<Broken pose>

However, iIf I change the constraint weight to 0, it runs normally as follows:

Image 1445

I attached the animation clip file.

Best regards,

Scott

Answered

Expert mode compatibility.

Ronald 1 year ago updated 1 year ago 6

When I try to enter Expert Mode in Unity, it will cancel the UMotion Project, and I have to reload the UMotion file.

Could be nice to have it also work in Expert Mode.

Answer

[Shift] + [Spacebar] maximizes the currently focused Unity editor window. If you do this on a non-UMotion window (e.g. you maximize the scene view window), all UMotion windows are temporarily closed by Unity automatically (and thus also the UMotion project file is closed). This is by design.

You can prevent this from happening by un-docking the UMotion Clip Editor window. Then the Clip Editor window stays opened while having another window (e.g. the Scene View window) maximized.

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

Best regards,
Peter

Answered

Select next bone child, Shortcut.

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

Is there a shortcut, to go to the next bone child, or back with a shortcut?

Answered

ArgumentException: Illegal characters in path.

Jack 1 year ago updated by Peter - Soxware Developer 1 year ago 6

Im just trying to use the tool just as its described. it gives me a very weird error and doesn't output anything

ArgumentException: Illegal characters in path.
System.IO.Path.Combine (System.String path1, System.String path2) (at :0)
01100101101111000011001010100111100101001011100.11101001010110101000101011101000000101010001100 (UnityEngine.AnimationClip 01111001000001100011100110110101011100110110110, SoxwareInteractive.AnimationConversion.AnimationConverter+Configuration 00110101111000110100101101011111011111011010111, System.Single 00001110111001010001111100000000100011111000101, System.Single 11011111000111101110101001100000001111101110010, System.String& 11110001011111110000100111100001101101000111111) (at :0)
SoxwareInteractive.AnimationConversion.AnimationConverter.Convert (UnityEngine.AnimationClip[] clips, SoxwareInteractive.AnimationConversion.AnimationConverter+Configuration configuration, System.String& logMessages) (at :0)
SoxwareInteractive.AnimationConversion.AnimationConverterWindow.OnGUI () (at Assets/AnimationConverter/Scripts/Editor/AnimationConverterWindow.cs:604)
UnityEngine.Debug:LogException(Exception)
SoxwareInteractive.AnimationConversion.AnimationConverterWindow:OnGUI() (at Assets/AnimationConverter/Scripts/Editor/AnimationConverterWindow.cs:610)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Answer

Hi Jack,
thank you very much for your support request. Looks like somewhere in your file paths, there are folder names, that use not allowed characters. Try to only use only the following characters in your folder names: a-z, A-Z, 0-9, _, *space*. Also only use these characters in file names.

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

Best regards,
Peter

Answered

Error after first importing asset

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

Good night! I hope you're well

Recently I acquired the UmotionPro Asset but when I opened the example scene I find this

Image 1438

I tried to re-install it, close the editor and open it but still no working. I am using unity 6 beta (6,000.0.0b13). Another thing that I could notice is to when open the Umotion Pro timeline and select any character of the example scene, the timeline is empty.
Thank you so much!

Answer

Hi,
thank you very much for your support request.

Looks like the Robot-Kyle model wasn't imported correctly into your project. Please try the following: Create a new empty Unity 6 project and import UMotion there. Does that fix the issue?

Best regards,
Peter

Answered

Can this asset be used in the built application?

QoQoo1321 1 year ago updated by Peter - Soxware Developer 1 year ago 1

Can this asset be used in the built application? 

I am looking for a tool that can modify timeline animations within an app built for WebGL."

Answer

Hi,
thank you very much for your support request. Unfortunately, UMotion can only be used from within the Unity editor.

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

Best regards,
Peter

Not a bug

Crash after reloading API script

minibox 1 year ago updated by Peter - Soxware Developer 1 year ago 3

Similar issue:https://support.soxware.com/communities/1/topics/44-crash-on-script-update

Unity crashes when reloading a script that has been placed in UMotionEditor/Scripts/Editor to use the UMotion API and has `using UMotionEditor.API;` code in it after modifying it.

GameObject is not selected,
crashes in both cases, even if there is no project open.

Image 1436

UMotionCopyPaste.cs

Editor.log

crash.dmp

Answer

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

Does it also crash if you place the script in a different editor folder (e.g. "Assets/Editor")

Best regards,
Peter