Answered

(1) Our First Animation (FPS) - UMotion In Practice

JohnH 5 years ago updated by Peter - Soxware Developer 5 years ago 4

As I begin this tutorial I find that once I have pt the FpsGunPrefab into the Pose editor I cannot select the

bones with the mouse.  All of its subobjects are greyed out.  I can select through the hierarchy.

But in your video all subobjects are blue and select-able with the mouse.

Please let me know what I am missing.

Thank you.

Answer

Hi JohnH,

thank you very much for your support request.

That's strange. Could you try to create an empty Unity project where you only import UMotion from the asset store and the gun model? Then try and see if it is working there (i.e. to rule out that any other asset is consuming all the scene view mouse events).

If this doesn't help, could you show me a screenshot or a video of your situation? Thanks.


Best regards,
Peter

Answered

Muting root motion keys to preview animation in-place

Anonymous 5 years ago updated 5 years ago 2

Hello,

I have a very basic walking animation with root motion applied. I put the root motion keys inside their own layer so I can mute them when needed while I work on the animation.

My problem is that the animation looks like this with root motion keys muted (or even deleted):

Image 245

I don't have this problem when I delete the root motion keys in WalkRMAnimation.asset. The character stays in place and does the animation correctly, i.e.

Image 246

Can you tell me what I am doing wrong?

Thanks

Answer

Hi,
thank you very much for your support request.

I tried to reproduce your situation:

I opened the "WalkRMAnimation.asset" and created an IK rig for it (using the IK Setup Wizard). I then converted the animation to IK and moved the root motion keys into an override layer. Muting the layer works perfectly fine (the feet walk in place).

Maybe the IK targets of your feet are pinned (i.e. they have "IK Pinned" enabled)? Pinning makes their position/rotation relative to the world space (and are thus moving forward even when the hips are muted).

Please let me know if that explains your situation.

Best regards,
Peter

Answered

ik pinning to an external object

xammus babilonian 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Is it possible to pin a character's hands to an external object to create an animation of manipulating that object? For example to rotate the wheel with your character's hands?wheel.gif

Answer

Hi,
thank you very much for your support request.

An animation file (*.anim or *.fbx) can only reference bones/transforms that are within your character's hierarchy. Referencing external transforms (that are not a child in the character's transform hierarchy) is not possible. UMotion just creates regular animation files so this limitation also applies for UMotion created animations.

You would need to use a run-time script (a run-time IK solver) to pin the hands of your character to the wheel. You would also need a script to enable/disable the effect when your character grabs the wheel.

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

Best regards,
Peter

Answered

Custom Curves

Colton Ramos 5 years ago updated by Peter - Soxware Developer 5 years ago 2

Hi,

In Unity when you import an animation, normally you get an option to add custom "curves", name them, and add keyframes for them. Then, the curves can be tracked as properties in the animator.

When I create an animation with UMotion, I don't see this option on the clip anymore. How do I associate custom data (not events) with my animation using UMotion?

Here's an example of a regular import w/ custom curves:

Image 242


However, these options don't appear for the exported .anim files in UMotion:

Image 243

Thanks!

Colton

Answer
Colton Ramos 5 years ago

Wait! Found the thing. It's under the constraint system / custom properties.

Under review

IK Pinned is set on feet, but the white bones move

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

I am trying to create an animation and keep the feet in place so they don't move. I did this by clicking on the foot bone, and then clicking "IK Pinned" and setting the FK/IK Blend slider to 1. When I move the character's hips, the blue bones move correctly - the blue feet stay in place, but the white bones are moving. The model moves the same way the blue bones do, but when I export the clip and play it, the feet are moving. In fact, it almost looks like the clip is inverted. The hips barely move and the feet move the most.

Note: The model is a humanoid and in the animation, I am just turning the character's hips slightly

Under review

Wrong root position

Luciax Leiser 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hi, I have a problem when importing a clip, making some changes and exporting then. Even I didn't make any changes and export it ,the position of the character will change in the unity scene.

My character and animation are both humanoid, they work fine at first with each other.

Then I import the clip with no warnings and errors, and directly export it. But now when I use it on the character the position (root position?) changed.

Do you have any ideas on how to solve it? Thanks

I checked the previous posts and saw the Umotion's having the character animated in the zero position. 

When I see the correct animation in Unity's animation editor, it has a different position than the zero position, but works fine in the game mode. Umotion seems to have every animation in the zero position, and when running it in game it falls below the ground.

Image 238

Answered

"Root" not found in fbx

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

Hello,

When I export the animation as .ANIM, it works like a charm. When I try to export as .FBX I get an error saying "Root" not found in FBX. Am I doing something wrong?

Answer

Hi,
thank you very much for your support request.

For me it sounds like you are exporting your animation into an existing *.FBX file. UMotion then checks if all the bones you have in your UMotion project are present in the within your destination *.FBX file and the bone named "Root" can not be found because the character within the *.FBX file doesn't have that bone (or has it at a different position in the bone/transform hierarchy).


Please note that the character that you've assigned to your UMotion project must be an exact instance of the character that is within the export destination *.FBX file. If it's a different character then the export won't work. And if you've modified the hierarchy of your character (e.g. added another root transform on top of it or renamed some transforms) then the export will also fail.

Please let me know if that explains your situation.

Best regards,
Peter

Answered

vertex weights option not visible in Pro

JohnH 5 years ago updated by Peter - Soxware Developer 5 years ago 3

I have just gotten Pro and am going through the tutorials.

It appears I do not have Vertex Weights available in the Pose Editor/Display tab.

Is there something I am missing???

Thank you.

Answer

Hi John,

thank you very much for your support request.

The vertex weight display option was removed in UMotion V1.15 due to incompatibility with newer Unity versions. It was only a visualization feature and did not allow to modify the actual vertex weights. Thus it wasn't really used that much anyway.

Where have you stumbled across this feature (I should note the deprecation there)?

Best regards,
Peter

Answered

FBX vs Anim

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

Hi I'm getting disrepencies from ANIM export to FBX (lossless).

ANIM export everything works great, but I can't get any compression on the files - so its too large.

FBX export has a different pose around.

Image on left, is same model with export in ANIM (frame 1), and image on right is same model using export animation in FBX (frame 1). 

I'm a bit stuck here. It's a humanoid rig.

Image 228

Answer

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

When exporting an *.FBX animation for humanoid, always use "Write Mode" set to "Update Existing File". Then select your character's *.FBX as destination file (so that your animation is directly written into the *.FBX of your character). This ensures max. compatibility with the humanoid avatar of your character.

Please let me know if this solves your issue.

Bets regards,
Peter

Answered

About Blendshapes

Qingxin 5 years ago updated by Peter - Soxware Developer 5 years ago 3

Is there any way to change the default setting for the blendshapes ?
For my character, there are about 100 blendshapes, i want to cancel all of the limits for them, but it makes the inspector very slow.

Also the display of the panel has problem, i can't see the checkbox.

Image 227

Answer

Hi,
thanks for your patience.

I've just release UMotion V1.22 that includes several improvements (like mass apply of a custom property's setting) that should make it easier to handle your situation. This version also includes a fix for the GUI display error that you've shown in your screenshots.

This forum post highlights all the new features: https://forum.unity.com/threads/umotion-animation-editor.490618/page-9#post-5711344

Thank you very much for reporting this and I hope you like the update.

Best regards,
Peter