Answered

How to add properties to a clip?

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 6

When editing an imported animation clip, how do you add additional properties to be modified? For example, I'm editing a clip that has only rotation properties, but I need to access scale.

This seems like a very basic function that isn't covered in the Animated Properties section of the manual, nor any tutorials I can find. 

Answer

Hi,
thank you very much for your support request.

I guess your animation is of type humanoid: You can only manipulate the rotation of humanoid bones. This is because in real-life, rotation is the only type of movement that the joints of our bones are able to do.

If you want to manipulate the scale (or the translation) of bones/joints, you need to configure your character as "generic". In config mode, you can decide if you want to hide some of the properties of your bones (e.g. if you don't need translation on some bones you can hide it there):

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

Best regards,
Peter

Answered

Quality of life improvements

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

Hi Peter!

Once again thank you for an awesome asset. I have been working with it a lot, cutting our MoCap files directly in Unity. I have some ideas for functions that would make my workflows a lot easier and thought I'd let you know. If you think it's better without them that's totally fine, I just wanted to share my suggestions!

- Renaming clips

- Selecting timeframes (right now I can set "playback start" and "playback end" and then "Crop to selection", this would be easier if I could just select a part of the clip)

- Duplicate just a portion of a clip to a new clip. I often record a few animations in one sitting (into one file) - this would make it a lot easier to separate them out into individual clips (right now I duplicate the whole clip, set playback start/end and then "Crop to playback")

- "Crop to playback" freezes my editor for about a minute; trying to crop a 6-second clip out of a 3-minute recording

- Playback pause

- Scrolling the window with the green playback marker to the side

- Typing in a frame number to jump to. I watch clips to find out where the section is I want to edit out (e.g. "around frame 7000"), I see the frame number in the editor. It would be great to jump to a frame number instead of scrolling and clicking around to see where frame 7000 is.

- "Key all modified in all the bones that were modified", now I sometimes have to look for the red ones :-)

- Keyframe reduction, i.e. set FPS down from 100 to 30 while keeping the same clip length, just deleting/interpolating a bunch of data

As I said: these are just suggestions for quality-of-life improvements that would make my workflows a lot smoother. Thank you so much for providing us with this awesome asset!

Best,
Jens

Answer

Hi Jens,

thank you very much for your feature requests. I really appreciate that.


Most of the stuff you mentioned is already possible:

- Renaming clips

- Selecting timeframes (right now I can set "playback start" and "playback end" and then "Crop to selection", this would be easier if I could just select a part of the clip)

When selecting the master keys you select all keys at that frame. Thus you can easily use the rect selection to select a portion of the animation clip (see screenshot):

- Duplicate just a portion of a clip to a new clip. I often record a few animations in one sitting (into one file) - this would make it a lot easier to separate them out into individual clips (right now I duplicate the whole clip, set playback start/end and then "Crop to playback")

I've added this to my "Ideas for the future" list.

- "Crop to playback" freezes my editor for about a minute; trying to crop a 6-second clip out of a 3-minute recording


I've taken a note to improve the crop performance in the future.


- Playback pause

This has just been added in UMotion V1.21 (see related forum thread):

- Scrolling the window with the green playback marker to the side

That's already possible. You can middle mouse click and drag the window to the side, or use the horizontal scroll bar.

- Typing in a frame number to jump to. I watch clips to find out where the section is I want to edit out (e.g. "around frame 7000"), I see the frame number in the editor. It would be great to jump to a frame number instead of scrolling and clicking around to see where frame 7000 is


Just type in the frame number and press enter:

- "Key all modified in all the bones that were modified", now I sometimes have to look for the red ones :-)

Select all bones (CTRL + A) then click on "Key Selected --> Key All Modified" (or use Shortcut). You can also use the "Key Dialog" which also gives you a list of all modified bones before keying them.

- Keyframe reduction, i.e. set FPS down from 100 to 30 while keeping the same clip length, just deleting/interpolating a bunch of data

You can adjust the FPS in the clip settings (click on the gear icon). Then select all your keys and scale them down to maintain the same clip length.


Best regards,
Peter

Answered

Feature request: Search animated properties

Giuseppe 5 years ago updated by Peter - Soxware Developer 4 years ago 12

Hello, I am a new user and I am really liking this package. I provide these thoughts for your consideration, and thank you for UMotion's existence. I apologise if I have missed a feature that provides this functionality.

I have found that I spend a lot of time scrolling up and down the list of animated properties. I think that the simplest solution would be to have a search bar in the empty space of the bar at the top, that would filter the list as you type. Ideally, it would stay filtered until it is cleared or replaced with other text.

I have created a mock-up:

Image 200

Beyond this, I have thought about the possibility of being able to view the list as a collapsible hierarchy as an option...

Regards,

Giuseppe

Answer

Hi,
thank you very much for sharing your ideas. Really appreciated.

Selecting a bone in the scene view automatically selects the bone in the Clip Editor as well (and scrolls to it). I personally find that faster than typing the name into a search box.  Do you think that there are still situations where a search box would be more convenient?

"Beyond this, I have thought about the possibility of being able to view the list as a collapsible hierarchy as an option..."

I've taken a note to my "ideas for the future" list.

Best regards,
Peter

Answered

Exported fbx shows different animation than curve editor

influjensbahr 5 years ago updated by Peter - Soxware Developer 5 years ago 11


Hi!

First off, thank you for this amazing asset. We are using a MoCap suit to record our animations and UMotion to adjust small errors in the data and cut the animations. Everything looks fine in the Umotion editor, but after exporting the animations as fbx, the character only does weird stuff.

I have searched for solutions on this forum and also found the notes in your FAQ with possible fixes, but none of them worked for me.

Here's our reading guy in UMotion:

Image 188

And here he is during gameplay:

Image 189

I tried:

- exporting the animation into his fbx instead of into a new file (a solution that wouldn't work with all our animations anyways), but it did not fix the issue.

- exporting as *.anim, which fixed the issue but resulted in a 800MB file, which is not viable

- adjusting the avatars and "enforcing T-Pose", which did not change the results

- assigning the character's avatar to the animation fbx, which did not work because the transform "Buechereibesucher mit Brille_geriggt" could not be found. Upon closer investigation I found that the exported fbx has the same transforms, just a bit lower in the hierarchy. Here's our character model's avatar:

Image 190

And here's the auto-generated one from the exported animation fbx:

Image 191

After hours of trying stuff, I hope you can help me figure this out. The animation looks fine in the UMotion editor but then messes up once I try to export and use it in the game itself.

Thank you!
Jens

Answer
influjensbahr 5 years ago

Hi Peter,

thank you so much for your continued support. I have updated UMotion and it works - as you suspected. Sorry about the wrong info in my first post; I had looked up the UMotion version number in the wrong place and thought it was up to date.

Anyhow, thank you so much for your awesome support! I gave you a review on the asset store and will send you a key for our game once it's finished :-) Let me know if there is anything else I can do to express my gratitude.

Best,
Jens

Under review

Editing Blendshape animations

Faith Tendra 5 years ago updated by Peter - Soxware Developer 5 years ago 1

my blendshape animations are saved as unity .anim, I want to be able to sync this up with the mocap and then edit it in the editor. however, it's saved as a generic .anim. when trying to import it, it only loads the first frame of the animation and gives the warning " skipped animating generic objects that have no humanoid bone in their parent hierarchy" 
If i try to convert it through umotion to humanoid it won't work since it counts as only being one frame long.

Answered

Interacting with objects using UMA

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

Hi Peter,

i made a custom uma model, i used the fbx for creating the uma models also for animating

normal animations work just fine, but some require to interact with additional game objects which also contains some bones

anyway, when i run these animations on the uma character, they don't interact with the gameobject.
I saw your post which reccomends to export the uma generated model on runtime and animate that instead

Image 186

i have done that, also set the generated fbx as humanoid and put it in t-pose
But as you can see in the screenshot (left is uma generated, right is the exported uma generated model)
it still ignores the additional game object

since this pole has to bend at a later point in the animation it would be much easier to animate both objects at the same time
is there a way to fix this issue or do i have to make 2 seperate animations?

Best Regards

Rene

PS: the exported uma model also contains the pole

Answer
Rene 5 years ago

So the problem lies in the way uma configures the rig

well then this is no longer topic of this thread

Thanks for your answer

Best regards 

Rene

Answered

Ability to pause

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

Hi Peter,

I think I'm simply looking in the wrong direction, but can it be that the ability to pause in the Clip Editor is not available anymore? When I hit spacebar, the playhead jumps back to the place where I started it from. I want it to pause at the frame where I hit space instead. How can I enable this?

Best, 
Maarten 

Answer

Hi Maarten,

thank you very much for reaching out.

This behavior has been changed due to a user request. The idea was, that in most cases you are working on a certain pose (frame) of your animation. When you press play, you usually intend to preview how that frame looks in combination with the following frames. As soon as you stop playback, the frame cursor should then jump back right back to the frame that you are currently working on so that you can further fine-tune.

As soon as I changed that, several users told me that there are also valid reasons why one would like to have the frame cursor stop at it's current playback position (as it has been in previous UMotion versions). So in the next update (V1.21) I'm going to offer both.

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

Best regards,
Peter

Answered

Save modification

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

How to save modification made to key?

Answer

Hi,
thank you very much for your support request.

There are several ways (you can use any of those 3):

1) Use "Key Selected" to create/modify keys for the selected bones/transforms

2) Enable "Auto Key" to let UMotion automatically create keys/modify keys

3) Use the "Key Dialog" for get a nice overview of what you've changed and what should be keyed


If you modify keys directly in the Clip Editor (e.g. in the Curves View) the changes are always applied directly to the key.

Please check out the video tutorials (see "Video Tutorials" chapter in the manual) to see those features in action.

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

Best regards,
Peter

Not a bug

Missing About menu

David Banks 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Just noticed that the _Help_ → _About UMotion_ menu item is missing.

Help MenuMissing About UMotion

Answer

Hi David,
thank you very much for reaching out.

The about menu can be found in the clip editor:

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

Best regards,
Peter

Answered

Robot Kyle is Generic Legacy

David Banks 5 years ago updated by Peter - Soxware Developer 5 years ago 2

I've downloaded the latest Robot Kyle from the asset store.  When I add him to the Pose Editor I get an error box saying that he's a Generic (Legacy).

What does this mean, in practical terms?  Should I do something to upgrade it to Humanoid or Generic?

Answer

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

You could either:

1) Leaf Robot Kyle as "legacy" and create a UMotion project of type "legacy" for it. This is the way to go when you want your character to use the legacy animation system.

2) Change Robot Kyle to "humanoid" and create a UMotion project of type "humanoid". This way you can use all the humanoid features (i.e. animation re-targeting).

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

Best regards,
Peter