
Bug report Pose editor
Hi,i just want to report a bug. If you have the mesh on the pose editor, this will duplicate your mesh while you play..It´s not a big deal, you just have to click the "clear button". But is still a bug.

Default directory for projects
An option to set the default directory for UM projects would be useful. For myself, I like to place these project files in their own directory specific to the project.

Hi Criag,
thank you very much for sharing your idea. This small workflow improvements are exactly what I'm always looking for :-)
I really like it and have added it to my "ideas for the future" list.
Best regards,
Peter

scene position & rotation changes to update entire timeline curve
Lets say that we want to rotate the hips by an offset of 10 degrees on the X axis for the entire timeline, we will change the hips rotation property to Euler Interpolation, select all the keys that we want to modify within the curves window and then we move then move them up by 10 degrees. Now lets say that we want to move both the X & Y rotations, we can only move these by the same amount, which will either be positive or negative. Lets say we want to change the rotations by X +10 & Y-10, each rotation axis would have to be moved individually.
What would be useful is if we could select all the frames that we want to modify and change the rotations from within the scene view using the rotation/position tool and have all the keys modified by the offset amount rather than only the single frame key, this would overcome the limitations of only being able to modify each axis positively or negatively.
If there is a way to use the scene rotation tool and apply the changed offsets to all subsequent frames, that would also be useful.

Hi Criag,
thank you very much for your support request.
This is already possible by using an additive layer. Create a new additive layer, move the frame cursor to the first frame and use the rotation tool to author the offset. Then create a key for the changed rotation. The resulting rotation offset is then going to be applied to all following keys. Feel free to place additional keys (with different offsets) on different frames. This also works in quaternion/progressive rotation mode.
The following video shows you how to use the additive animation layer:
Please let me know if you have any follow-up questions.
Best regards,
Peter

Animation Curve lock range
When modifying rotations of different items, switching from different items changes the range of the curves window, meaning that if each time the window has to be re-scaled to the desire fit. A useful function would be if the curves window range could be locked.

Hi,
thank you very much for sharing your idea/feature request. I really appreciate that.
I've added this to my internal "ideas for the future" list. I use this list to decide which new features I'm implementing in upcoming UMotion updates.
Best regards,
Peter

using IK at runtime
I was really hoping to use uMotion at runtime for user generated animation content. I was disappointed to find that it will only generate unity asset animations and none of the IK code can be extended or used at runtime. Do you have any suggestions for how I might use uMotion in that way, or am I completely out of luck?

Hi,
thank you very much for your support request.
Like a 3D modeling application, UMotion generates animation files (*.anim or *.FBX) that contain all your IK data in a "baked" form. This ensures max. performance during runtime.
You can combine UMotion with runtime IK solutions (e.g. FinalIK, custom scripts) via the UMotion callback system. That way you can preview the IK effect inside UMotion and decide if the results should be baked into the final animation or if you want to execute IK during runtime.
For further information, please check out the manual (click at the info button highlighted in the screenshot below):
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Converting forward walk into a diagonal walk
I'm trying to turn a forward walk animation into a diagonal. For this, I take the delta Z position from the final frame and use trig to get the new X & Z delta, ie Z.Sin(45) & Z.Cos(45). Using Curves, I use the blue bars from the positional data to smooth down the Z motion, while for the X motion, I set the final frame position to Z.Cos(45) and then have to remove all frame positional data in between the 1st and last frame. This results in a small amount of motion being lost and the character seems to slide around a little.
I'm converting rotations to Euler Interpolation for rotating the character, however I don't think this has any bearing on the positional data.
Is there a better way to do this perhaps?

Hi Craig,
thank you very much for your support request.
You can do this in the Inspector of your animation:
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Is there a way to set a generic character's pose in editor to a specific UMotion clip?
Not sure if this is possible out of the box, but here's the situation I'm facing:
I have a character (generic rig) that I want to duplicate and have several copies of my scene. These copies aren't supposed to move, they're just supposed to stay still in different poses. The probably is, they just stay in the character's default pose until I press play and my script sets them to the desired pose. This makes positioning objects and props around them difficult, because I can only see their actual poses when the game is running.
Is there a way to, outside of play mode, link these duplicated characters to different specific UMotion clips, so that I can see what their pose will be while in the editor and thus position props accordingly?

Hi Sean,
thank you very much for your support request.
UMotion can modify the current pose a character has in the scene. Just assign the character to the UMotion Pose Editor as usual and bring it to the desired pose (either by opening a specific clip or by using the posing tools). When you're done, click on the small arrow next to the "Clear" button and select "Clear - Keep Scene Pose". This makes the character going to keep the pose it had while assigned to UMotion.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Issue with Final Animation Position
I've had an issue for a while and thinking I must be doing something wrong as the root position and rotation seems to be off each time.
I have hand animations that I imported from another animation package. They look good, but I want to make new ones.
When I import them into UMotion, everything looks good. But when I export a clip (even if I didn't edit it), the root position and rotation seem to be off.
I'm currently using "Optimize Transform Hierarchy" in Unity and noticed the depending on whether is on or off, the positions seem to be different.
I could theoretically redo each animation and fix the positions, but there are a lot of them. So I want to see if there is a way to prevent this from happening? Maybe some option I have checked or unchecked in UMotion?

Hi,
thank you very much for your support request.
If your animation is of type humanoid you could try to let UMotion generate your root motion curve (instead of Unity) which helps in situations where Unity doesn't correctly generate the root motion curve:
If your animation is of type generic it should always play exactly the same as the UMotion preview. If your animation is "generic" could you provide a small repo project including just everything I need to reproduce this on my PC and further investigate (this would be the UMotion project, the 3D model without textures if you want and the exported animation)? Please either use Unity's *.unitypackage format or create a new empty Unity project. Please use the email support form to send this to me (you can also request a link to my Dropbox via email if file size is too big).
Best regards,
Peter

Porting over animations and gameobjects from Virtuanimator
Hello, I am having troublles porting over thing from the faded away program Virtuanimator. Looks like I have an issue with bones. When porting them in your software mentions there are / slashes in file or missing hip bone or a list of things.
Could you suggest a program that can help repair this? Everything worked 4 years ago then UNITY updated the software and killed everything when upgrading ... I am glad you software is giving me some idea what it is

Hi,
thank you very much for your support request.
Are you using humanoid? Make sure that your character is setup correctly:
1) Select your character's source file in Unity's Project Window.
2) Select the "Rig" tab in the Inspector Window.
3) There should be no errors/warnings there. If there are some, try to address them.
4) Also click on "Configure..." and make sure that all bones are green and that the character is in T-pose.
If you need further assistant, please provide some additional information (screenshots, more detailed description of what you are trying to do step-by-step,...).
Best regards,
Peter

New animation skeleton result
Hi,
When creating a new animation with UMotion, using an existing animation as a “base”, which skeleton is the resulting animation mapped to?
is it mapped to the character you’re using or the skeleton from the animation you started with?
Basically, I’d like to us UMotion Editor to tweak and modify animations for a given skeleton and then export them out to use in other tools, but those other tools require the animation and model to share a skeleton.

Hi,
thank you very much for your support request.
If the animation you want to import/edit in UMotion is of type generic, then it has to use the same skeleton as the character that was used to setup the UMotion project. If you are working with humanoid, than you can import any other humanoid animation into UMotion.
When you export your animation from UMotion (using *.FBX), the *.FBX is going to use the skeleton of the character that was used in UMotion. 3D party modeling applications like Blender can then be used to edit that animation (on that specific character).
Quick Tip: When exporting to *.FBX I recommend to set "Write Mode" to "Update Existing File". This allows you to export your animation directly into the *.FBX of your character. This ensures best compatibility with Unity humanoid and also best compatibility with 3D party modeling applications.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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