
ik pinning to an external object
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

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

Custom Curves
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:
However, these options don't appear for the exported .anim files in UMotion:
Thanks!
Colton

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

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

Wrong root position
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.

"Root" not found in fbx
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?

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

vertex weights option not visible in Pro
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.

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

FBX vs Anim
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.

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

About Blendshapes
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.

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

On Mac: UnityFbxSdkNative_2_0_0.bundle registered as malware
Hi Peter,
When I'm trying to export as FBX (binary, 2011) on my Mac, it yells at me that UnityFbxSdkNative_2_0_0.bundle is malware. It then really wants to move this file to the bin, and can not continue with the export.
Using .anim export for now, which is fine, but just wanted to let you know.
Best,
Maarten

"However, on another project running UMotion 1.20p07 on Unity 2019.3.7f1 this issue did not occur, also not when I upgraded to 1.22 (still in 2019.3.7f1), and also not when I upgraded Unity to 2019.3.9f1."
Ok if it works in a different project then this doesn't sound like a general problem. Chances are high that something went wrong during installation (of UMotion). Maybe the *.bundle wasn't extracted correctly (or maybe multiple versions of UMotion in the same project).
Best regards,
Peter

export humaniod fbx
hi is it possible with umotion to export fbx animations from the timeline

Hi,
thank you very much for reaching out.
With UMotion you can import any *.anim into UMotion and then export it as *.fbx. So as long as your animation created with Timeline is a *.anim file this will work. It's currently not possible to use Timeline to mix multiple *.anim files and then use UMotion to export the mix as a single *.fbx(this would only work if you find a way to combine the mix of those separate *.anim files into one combined *.anim file; then you could import the combined *.anim into UMotion and export it as *.fbx).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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