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.

Answered

Child-Of Constraint

Robin 5 years ago updated by Peter - Soxware Developer 4 years ago 7

hi i've just bought this great software thanks

but i'am having trouble understanding the child of constraints

so i think it needs to be part of my character ?

not a bone?

so i dragged a cube onto my character

 

i added a child of constraint in the config mode turned off ik pinning mode

in pose mode i added the cube

should i now be able to move the cube to move the arm?

if so i cant select the cube

i looked at the example project but could t get any help from there.

on a side note in the forum it says 200 plus topics but i can only see the first 10 or so is there away to see them all

thanks 


Answer

Hi,
thank you very much for your support request.

When your project is of type humanoid, only the humanoid bones are visible by default. You can enable the bones/transforms of generic objects (like your cube) by switching into "Config Mode". Then select the cube (in the "Rig Hierarchy") and in the "Properties" tab set "Visibility" to "Show".



The "PickUpAnimation.asset" example project uses the Child-Of constraint on a cube. You can take it as an example.


Please also watch the child-of video tutorial:

"on a side note in the forum it says 200 plus topics but i can only see the first 10 or so is there away to see them all"

I'm sorry this was my fault. The "paginator" at the bottom has been disabled. I've enabled it now. You can also use the search bar to search for specific issues.

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

Best regards,

Peter

Under review

Animation Not working even if i try every setup

marlon 33 5 years ago updated by Robin 5 years ago 2

Hi, i have buy today your pack but its not working i want a refund.

Answered

Import from Blender

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

Hey! Did not find it... How about import anims from Blender - does it work? Any other supported formats?

Thank you :)
Answer

Hi Olafs,

thank you very much for your support request.

You can import animations from Blender like you would normally do in Unity: Either place the *.blend file directly in your Unity Assets folder (or any sub-folder) or export the animation as *.FBX (from Blender). Once Unity has imported the files (and thus created Unity proprietary *.anim files internally), you can use the Import button in UMotion to import the related animations.

"can I use UMotion successfully in a 2D game?"

With UMotion you can create a UMotion project file of type "generic" that allows you to animate any Unity transform's (i.e. the objects you see in the Unity Hierarchy) position, rotation and scale. By using a "Custom Property" constraint you can animate any property of a component/script. So yes, this basically allows you to animate anything you want, also 2D objects.

Please let me know in case you stumble across some issues, I would be happy to help.

Best regards,
Peter

Answer

I've implemented a fix in UMotion V1.20p01 that automatically switches Pro Builder to "Object Selection Mode" whenever a UMotion bone is selected. The update is currently under review by the Asset Store vetting team and should be available soon.

Best regards,
Peter

Under review

wrong angle when bending IK

Михаил Михеев 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hello, how i can fix it? In blender i have a smooth angles, but here I can’t get it

Image 256

Image 257
Answer

Hi,
thank you very much for your support request.

UMotion uses a CCD IK algorithm (when the IK chain consists of more than two bones). The result you get is a valid result for the CCD IK algorithm (as it reaches the target). Unfortunately there is no option to get a smoother/rounder result.

You can either use FK and pose the bones manually or you can use a custom IK implementation (either writing your own or use an existing solution from the asset store) that behaves like you need it. You can then let UMotion call your custom script so that you can use it inside UMotion. You can also decide if you want to bake the result into your animation (so that the script doesn't need to be executed during run-time to save some CPU performance). Click on the info button marked below to open the related manual page for further information:

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

Best regards,
Peter