
Feature request: Search animated properties
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:
Beyond this, I have thought about the possibility of being able to view the list as a collapsible hierarchy as an option...
Regards,
Giuseppe

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

Exported fbx shows different animation than curve editor
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:
And here he is during gameplay:
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:
And here's the auto-generated one from the exported animation fbx:
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

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

Editing Blendshape animations
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.

Interacting with objects using UMA
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
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

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

Ability to pause
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

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

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

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

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

Robot Kyle is Generic Legacy
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?

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

Exporting clips with layers
I'm adding a rotational offset to an animation clip, which I'm exporting as an FBX (2019) file. A second layer using Additive blending is used to add the rotational offset. If I have the rotational offset layer selected when I do the export, the exported animation has only the animation frames based on the layers keys from the additive layer (Rotation Offset). To get the animation to work properly using both layers, the Base Layer has to be selected before I do the export.
I'm not sure if this is expected behaviour or not.
Thanks.

Fixed in UMotion V1.21.
Thanks for reporting.
Best regards,
Peter

Tool-tip obscures pointer at screen edges
When the clip editor is located at the bottom of the screen, when we move the pointer to some of the buttons at the bottom, such as Play, Rewind etc, the pointer can sometimes be obscured by the pointer, not allowing for the button to be pressed. The pointer must be jiggled around until the tool-tip closes.
The picture below shows a clip editor example, the pointer is hovering over the play button, but this button can't be pressed because it's obscured by the tool-tip. (I've painted a pointer as screenshot does not capture the windows pointer)
This is a relatively frequent issue when unity is full screen and the clip editor is at the bottom of Unity.
It's not a game breaker, but it's a bit irritating at times.
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