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 5 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

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