Answered

Animation Converter different model issue in space

Silver 4 years ago updated 4 years ago 2

Hi I was able to convert an animation using the Animation Converter from one model in legacy to the same model in humanoid no issues.

However when trying the humanoid animation on other humanoid models they all are about 20 meters high in space instead of being in on the floor so I don't know where it is getting this elevation from it certainly isn't in the original model and its converted form.

I need to be able to convert legacy animations to other humanoid models but somethings not right. For starters the parent game object moves in the original model but it's considered 000 in the other humanoid ones while moving the root bones in the air a lot.

Answer

Hi,

thank you very much for your support request.

The humanoid animation system can have problems when there is some scaling in one of the transforms that is a parent of the hips. Sometimes it also makes troubles if you added a parent transform that has not been there in the original model. Also check the humanoid avatar configuration of both humanoid characters. Please note that this could either be on the converted model, or on the other humanoid model that you try to use the animation for.

Does the animation display correctly in the Inspector preview window (with the Unity default avatar)? If that's the case, then the conversion is not the issue but the setup of the other humanoid character.

If you don't find a solution for this, you can send me a new empty Unity project that contains just everything I need to reproduce this situation (please add a short explanation to it). You can send that to me via the email support form (please request a link to my Dropbox there if file size is too big).

Best regards,
Peter

Answered

FK/IK blend channel setting grayed out

rackley 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Does this feature require me to convert the animation to IK?

Why is this required? Since I'm editing things frame by frame why can't I use IK to edit FK bones and keep the animation as FK?


I'm editing an animation that involves swinging a sword. When I convert the clip to IK and make an additive change to the hands at Key 0, the elbows swing wildly and I have to make many corrections to the entire animation. Keeping the clip as FK, doesn't have these problems but I have to struggle with the UMotion interface to edit the hand positions. I have to change IK hand position->Select IK bones->Set FK to IK to see my changes in Pose. Why can't you ungray the blend slider or is there an easier way to do this?

Answer

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

The "FK/IK Blend" channel is only available at the base layer (or an override layer). It is not available in an additive layer.

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

Best regards,
Peter

Not reproducible

Clicked Focus Camera and it destroyed my scene.

Visad 4 years ago updated by Peter - Soxware Developer 4 years ago 4

I just lost my entire project after clicking the Focus Camera button. It was an accidental click, didn't mean to and have lost my entire scene. All of the objects in my scene are centered around 0,0,0 in a circle, the scale that I have applied is missing and the scene is a jumble. I restored the scene from backup but this has had no effect. This has affected every item in the scene, including the vegetation studio rendering and my objects. This has literally in the space of 3 seconds apparently destroyed months worth of work? 

Answered

Adjusted timeline [Feature Request]

Maarten 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Hi Peter!
I've recently bought the Animator's Survival Kit (highly recommend for anyone who doesn't have it yet). Since it uses hand-drawn animation as a starting point, they work with 24 FPS. 

In UMotion we have the option to adjust the framerate, which is awesome. However, I get very confused when any animation is longer than 1 second, because the timeline / header starts counting the frames again after each second, which makes it hard to figure out what the 39th or 76th frame or whatever is. 

Is there a way for the bar to be able to display either seconds or frames (like the Unity Animation window has)? Or possibly to display both numbers simultaneously, which could be even more convenient?

Thanks!

Best, 
Maarten 

ps. Not sure if I should put this in Questions or Ideas...?

Answer

Hi Maarten,

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

I think that would be a great usability improvement and I've added this idea to my "ideas for the future" list. I use this list to prioritize new features for upcoming updates.

"ps. Not sure if I should put this in Questions or Ideas...?"

No worries, I moved it to the "ideas" forum.

Best regards,
Peter

Answered

FK to IK Conversion adding extra keys

Sean W 4 years ago updated by Peter - Soxware Developer 4 years ago 1

I have a clip using FK, and when I click "Edit>FK to IK Conversion", extra keys get added every frame between my existing keys. Do I need to manually delete these extra keys or do they serve a purpose I'm missing?

Answer

Hi Sean,

thank you very much for your support request.

When you convert your animation from FK to IK, UMotion has to re-sample your animation. That means that it has to goe through the animation frame by frame. If the pose on the current frame and on the previous frame is different, it has to create keys at the current frame. In your case, the animation curves might introduce changes between your placed key frames so in order to match that movement as close as possible, UMotion is going to create keys at these in-between places too.

You can delete the newly introduced keys manually (tip: keep the FK keys so that you know where the original keys have been), but you might need to play with the animation curves of your new key frames to match the original FK animation. Setting the display option of the "Rig Layer" to "Both" is going to show you the bones of the FK layer and the IK layer at the same time, making it easy to compare your IK animation with the original FK animation.

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

Best regards,
Peter

Answered

all my animation is missing after i fix animation pose

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

good day 

I followed the tutorial video, and  all my animation become missing on my character after i fix animation pose with u motion. how can I stop this from happening?

Answer

Hi,

thank you very much for your support request.

You need to either manually create key frames for your changes (select the bones you want to key, then click on "Key Selected" --> "Key Modified" e.g.) or you should set "Auto Key" to "Generate" to automatically create keys whenever you adjust your characters pose.

The quick start tutorial covers both methods:

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

Best regards,
Peter

Answered

Work around for "Needs to be at least 2 frames long."?

Sean W 4 years ago updated by Peter - Soxware Developer 4 years ago 1

I've imported some of my old Unity animations into a UMotion project, and now I am trying to export them back to Unity animations so I can use them in game. However, a majority of my animations are only 1 frame long because they are just static poses which is what I'm using for the game. Unfortunately, when I try to export them, they get skipped, with the error "Clip [clip name] skipped. Needs to be at least 2 frames long."

Is there a way to disable this behavior since my clips are intentionally 1 frame long?

Answer

Hi Sean,

thank you very much for your support request.

This restriction was implemented because there are some edge cases where a one key frame animation doesn't work as intended. I recommend that you select the master key frame (click on the top-most key to select all keys on that frame) then use CTRL+C, move the frame cursor one frame forward and then press CTRL+V. Thus creating a two frame long animation with no motion.

If I'm not mistaken, this shouldn't increase the build file size of the *.anim as curves with only two key frames are optimized into a "constant" curve by Unity. You can see the build file size in the Inspector of your *.anim. Please note that the size the *.anim has on your disk (shown in Explorer/Finder) is NOT the size it consumes in your built game.

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

Best regards,
Peter

Under review

Tips on Organizing UMotion Projects?

Sean W 4 years ago updated 4 years ago 2

Does anyone have any tips they'd like to share on how they organize their UMotion projects, as well as how they organize the clips within their UMotion projects?

Answered

How to export animation with IK bones

RadiumLHY 4 years ago updated 4 years ago 4

如何将转换后的IK动画与软件创建的IK骨骼一起导出?

另一个是转换后的动作文件在导出后无法被其他软件识别为骨骼

[Moderated] Google Translation:

Wie exportiere ich die konvertierte IK-Animation mit den von der Software erstellten IK-Bones?

Zum anderen kann die konvertierte Aktionsdatei nach dem Export von keiner anderen Software als Bone erkannt werden.

Answer

Hi RadiumLHY,

thank you very much for your support request. I've translated your question to English (please post in English in the future).

The IK features are only available within UMotion. Once you export your animation the affect of the IK constraints is baked into the animation. You can export your animation as *.anim (only compatible with Unity) or *.FBX (compatible with most 3D modeling applications). When exporting to *.FBX, I recommend exporting the animation into the *.FBX file of your character (set "Write Mode" to "Update Existing" in the export settings).

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

Best regards,
Peter

Answered

Missing "Local Position" Channels on all bones except the hip?

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 8

If you go to Pose Mode->Channels with a selected bone ONLY the hip has position as a possibility. ALL other bones can only be animated with rotation????

I just bought umotion pro and I am using "all star characters" from the asset store....

Answer

Hi,
thank you very much for your support request.

Moving the local position of human bones is not supported (and is probably not what you are looking for, as real life humans are not moving the local position of there bones as that would mean that the bone moves out of the joint). I think what you are looking for is Inverse Kinematics. The quick start tutorial shows you how to quickly setup and use IK:

For more information, please check out the full-length IK tutorial:

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

Best regards,
Peter