Answered

Timeline Child Animation

Anonymous 6 years ago updated by Martin 6 years ago 4

Hi, 

I am trying to edit a bow shoot animation of an character so it aligns with the bow string/arrow. The problem is the bow is a child of the character and I wanted to use timeline to play them at the same time to align the hands with  the string. But because the bow is a child of the character when I scroll through the timeline while editing the character animation I get a message "The preview mode of the Unity Animation or Timeline Window would manipulate a Gameobject locked by UMotion. The preview mode will be disabled". Is there any way I can preview the bow animation while manipulating the character animation? Or is there a different approach you could suggest to achieve my goal?

Thanks, and very nice product.

Answer

Hi,
thank you very much for your support request.

If the bow is already a child of your character, you could animate both inside UMotion. If your UMotion project is of type "humanoid" you need to enable the bow's transforms first (generic transforms are disabled by default in humanoid projects). Switch into "Config Mode" and select the transforms of the bow in the "Rig Hierarchy". Then in the "Properties" tab set "Visibility" to "Show".

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

Best regards,
Peter

Answered

loop rotation out of range keys

Robin 6 years ago updated 6 years ago 2

hi sorry for all the questions 

i'm animating a person turning on the last frame it looks good but if i go to the frame after the animation it rotates the person 

its like i have a key but i don't 

in 3ds max you have out of range keys which have given me strange results like this ive set the last fram to liner looked in the curve editor but cant see where i'm going wrong

here's 3 screen shots sorry for not cropping photoshop has stopped working 

Image 293

Image 292


Image 294

Answer

Hi Robin,

thank you very much for your support request.

This is because the animation plays from the start again because you have looping enabled in the playback settings:

For further information please check out the manual at "Clip Editor/Playback Navigation".

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

Best regards,
Peter

Answered

Hips rotation - rotates entire body, I'm using IK

Penhoat 6 years ago updated by Peter - Soxware Developer 6 years ago 6

Image 286

Hey,

when I rotate the hips, my entire body rotates along. I've done the IK setup wizard, and the character is using IK. From my understanding, his hips shouldn't rotate the entire body along anymore?

Answer

select the feet ik postilion things square cube then in  in the pose editor there is a small tick box ik pinned  this will lock the feet

Answered

import clips

Robin 6 years ago updated by Peter - Soxware Developer 6 years ago 1

hi peter when you import clips is there away to select several clips 

iv'e tried ctrl shift etc but can only seem to add one clip at a time thanks

Answer

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

If I recall correctly, Unity's file dialog API doesn't support multi selection. But you can select multiple clips in Unity's Project Window and drag & drop them to the import window.

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

Best regards,
Peter

Answered

Shorten my clip

Penhoat 6 years ago updated 6 years ago 1

Have a simple questions:
I've created a running animation, and am happy with it. However when increasing the playback I realise it definitely looks better at 1.5x speed. How can I shorten the clip I have right now of one second, so that it matches the speed that can be seen in playback?

Answer
Penhoat 6 years ago

Nevermind! by searching for "speed" instead of shorten I found the answer here! Appreciate it.

Answered

Right hand sliders disabled

schuebl christian 6 years ago updated 6 years ago 10

Hi Peter,

actually I've a problem with the right hand  sliders. They are always disabled for the right hand, left hand sliders work as expected. While I've a mismatch between the transform names of my Synty Model and Mixamo animations I've renamed my transform of the model of the right hand by removing the blanks in the name string (i.e: finger_01 1 to finger_011 ect.).


After set-up the model all renamed transforms of the right hand are locked in UMotion. I've activated them in the Config mode and set their parents from hidden to solid equivalent to left hand settings. Now I see the bones, but the sliders are still disabled...


Any idea what is missing? Thanks in advance.


Best regards

Christian



Answer

Hi Christian,

thank you very much for your support request.

The problem is, that due to the renaming these bones are not mapped to humanoid bones anymore (the mapping is done via the humanoid avatar and is based on the bone name). If you want to change the naming of your bones, do it in your source file (e.g. in the *.fbx file) using a 3D modeling application of your choice.

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

Best regards,
Peter

Answered

Mouth and lips

Raimonds Ūdris 6 years ago updated 6 years ago 1

Hi, it is possible some way change lips an mouth positions - open/close?

In default pose mouth is closed, but when I import some clips, mouth is opened and I need shut up this women...

Image 284

Answer
Raimonds Ūdris 6 years ago

Sorry for question but I found right bone for  that,

Not reproducible

Unity 2019.3.8f1 Issues

Magique 6 years ago updated by Peter - Soxware Developer 6 years ago 1

Image 282

I am trying for the first time with uMotion free and when I open the example scene, the characters are all stretched out and whacky. Seems like it doesn't work in 2019 Unity. Any ideas?

Answer

Hi,
thank you very much for your support request.

All versions of Unity 2019 are fully supported by UMotion (including Untiy 2019.3.8f1). Looks like Robot Kyle wasn't imported correctly (it probably already existed in your project with different import settings).


My recommendation: Delete all UMotion folders and also delete all Robot Kyle related files from your project. Then import UMotion again from the asset store. Importing UMotion into a new empty Unity project should also work fine.

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

Best regards,
Peter

Answered

Importing clips from other UMotion project fails because of constraint setup

Sean W 6 years ago updated by Peter - Soxware Developer 6 years ago 1

I'm trying to import some clips from UMotion project to another, but it's failing because I'm getting the error "The constraints of 'IK_Foot_L' are not compatible with this project. The constraint setup needs to be exactly the same."

Is there a way to get more specific info about this? The 2 projects were generated from identical rigs, and they both used the IK Setup Wizard, so I just wish I had more clues to figure out what is going wrong.

Thanks for your help! :)

Answer

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

Switch into Config Mode and compare the constraint settings of "IK_Foot_L". All settings must be exactly the same:

Please let me know in case you need further assistance.

Best regards,
Peter

Answered

Mismatching Editor vs Game [Only Spine Rotating Left Right]

Efekan PULATLI 6 years ago updated by Peter - Soxware Developer 6 years ago 3

Hello,i perceived that spine rotation to left is not working it is rotating while editing however in the game scene it is not rotating here the screenshots that shows us difference and i also put a video which character always rotating around it. while simulating

https://www.dropbox.com/s/hvgyc0pqyp661w0/Ekran%20Kayd%C4%B1%202020-04-20%2018.16.46.mov?dl=0

Image 270

Image 271

Answer

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

Final detection,When spline rotating forward, foots are gone backward a little bit,foots are not pinned to ground any idea about that?

Yes this is a problem of Unity's incorrect root-motion generation. When you are exporting your animation to *.anim, UMotion can generate the root-motion curves for you (in a correct manner). Enable the following setting:

If you want your animation to be played "in place", then please enable all the "Bake Into Pose" settings (I think this is the issue of your initial question, right?). Without "Bake Into Pose" offsets accumulate every time the animation loops.


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


Best regards,
Peter