Answered

fbx import scale change

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

Hi!

I Just have a quick question: I made a lot of Animations with Umotion for my character but then later on decided I needed to change the scale of the FBX in the import settings. Now the animations are broken and give me really scary looking results. Is there a way how I can fix this?

(I know I could just revert the import scale to the same it was when I first created the animations but I am going to use many different character models that are going to be sharing these animations and so I would really rather control all of their scales through the import settings than through different scales in the scene)

I would be very glad for any ideas! Thank you!

Answer

Hi,
thank you very much for your support request.

If you are using "humanoid", the following should work (please backup your UMotion project before you continue):

1) Apply the character with the new scaling to the Pose Editor.

2) Switch into Config Mode and click on "Apply Scene Pose" --> "Apply All"

3) Click on "Save Reference Pose"

Please note that your hips position curve would need to manually be scaled (you could do this in the curves view by selecting all keys and using the blue bars to scale the whole curve).

When you are working with "generic" you need to make sure that you have no keys generated for the scaling and for the position of your bones. So after applying the same steps as for humanoid, I recommend removing any scaling keys from the animation. Also remove any unnecessary position keys (i.e. a bone in real life usually doesn't translate, only rotate).

Or you could keep the small version of your character as "authoring" version, and then use the humanoid animation on your correctly scaled characters.

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

Best regards,
Peter

Under review

Override layer and FBX export issue

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

Hi,


First many thanks for this awesome plugin!


I have an issue when exporting an humanoid animation to FBX when using override layers. If I don't use any override layer, the hips  orientation (red arrow in the Unity animation preview window) points in the expected direction. As soon as I add an override layer, even without any keyed frame, the red arrow always point forward, and the feet of the character start moving around. The effect is if the hip was still and the feet compensate the movement, loosing al the foot floor placement. The issue doesn't happen if I export to anim file. Many thanks

Answered

Using Layers

hugs 5 years ago updated by Peter - Soxware Developer 5 years ago 2

I am using the layers functionality in the Clip Editor to create variations of a single base animation. My base animation clip has 5 layers on it that modify the movement of some bones to add variety to the original motion. I would like to be able to Mute and un-Mute layers from my script.

My current workflow is to duplicate the current clip (with all the layers), then mute the specific layers differently on the different duplicate clips, then export them to create 5 modified animations. However, if I need to modify the base animation clip I have to delete all the duplicate clips, then re-duplicate them from the base clip, then mute the specific layers differently, then re-export them as separate animations.

Is there a way to mute and un-mute layers from script? If not is there a less manual workflow for creating many animations?

Thank you for the help!

Answer

Hi,
thank you very much for your feature request.

Currently the UMotion API doesn't provide access to the layers and their properties. I have taken a note to consider adding this in a future update.


I would say for the moment, the best manual approach is to duplicate the animation (one per modifying layer) and if you really need to change the base animation you would copy all keys of the modified base animation and then go through each duplication and replace the base layer keys their. Considering that modifying the base animation would probably not happen too often, this shouldn't take too much time.


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


Best regards,
Peter

Answered

UMA Models Not Working

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

I am trying to edit animations for a UMA character using UMotionPro. Whenever I try to drag in the UMA model I get the error same as this post: https://support.soxware.com/communities/1/topics/323-only-avatars-created-by-unity-model-importer-are-supported-umotion

I have tried the steps in that post and am still getting the same error message. Here are the exact steps I followed.

1. Installed Unity FBX Exporter
2. Exported the UMA character in runtime
3. Changed the "Avatar Definition" to "Create From This Model"
4. Added an animator component to the prefab
5. Attempted to drag the character into the post editor, getting the same error

Do I need to use Model Importer or something or how do I go about getting UMA characters to work with UMotion?

Thanks!
Answer

Hi,
thank you very much for your support request.

Ok so you've already exported your UMA character to *.FBX. That's perfect. Please make sure that the following steps are performed correctly:

Select the exported *.FBX and make sure that it is setup correctly --> Open the "Rig" tab in the Inspector and ensure that "Humanoid" is selected and that "Avatar Definition" is set to "Create From This Model". Click on "Configure..." and make sure that all bones are shown in green and the character is in a T-pose.


Now, drag & drop that *.FBX file into your scene. The created character instance should automatically have an animator component attached. Create a new UMotion project of type "humanoid" and assign the character to it. This should work without giving you a warning message.

The important part is that your character really is an instance of your exported *.FBX.

Please let me know if you need any further assistance.

Best regards,
Peter

Answered

How to make animations for fingers?

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 1
How would I go about using umotion to make finger animations for my character? I want to press a button and have my character close his fist. Any tips would be great!

Thanks

Answer

Hi,
thank you very much for your support request.

You can animate finger bones just like any other bone. If you are using a "humanoid" character, you can even use the Muscle Groups Tool Assistant that offers some easy to use sliders for finger posing.

If you do not see the finger bones:

1) If you are using "humanoid", make sure that you have assigned the finger bones in the humanoid avatar configuration (select the character file, in the Inspector switch into the Rig Tab, click on "Configure...").

2) If you are using "generic" and you don't see finger bones, it's very likely that your character may not have separate finger bones. You can create some in a 3d modeling application.


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


Best regards,
Peter

Answered

Hip Ik controller

hassancharafeddine87 5 years ago updated by Adajos 2 years ago 4

Hello How can I add an Ik controller on the hip to my Umotion rig currently its taking the hip as the parent, is there a way to add a hip ik controller so i dont need to adjust the legs and upper body each time like in advanced skeleton or any IK rig ?

thank you

Answer

Hi,
thank you very much for your support request.

I think what you are looking for is IK Pinning of the feet. When enabled, the feet stay at the same place even when moving the hips. When IK Pinning is disabled, the feet are moving with the hips.


When using the IK Setup Wizard, IK Pinning is automatically setup for you. For completeness, here are the related video tutorials:



Please let me know if you meant something different.


Best regards,
Peter

Answered

Split animations

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

I want to make an animation of reloading weapons, but I do not want all the bones of the weapon to be inside the player root, because the guns are placed dynamically in the hands. Is it possible to split the animation? or maybe there is another way?

Answer

Hi,
thank you very much for your support request.

Everything that is placed as a child of an Animator controller can be addressed by that controller. You can use animation clips that point to transforms that are not always available (but are added during runtime).


So while creating the animation (during edit time), place the weapon as a child of the hand. During runtime, use transform.SetParent() to make the gun a child of your hand.

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

Best regards,
Peter

Under review

Can i use unity ik after i made the animation?

Deava Utaba 5 years ago updated by Peter - Soxware Developer 5 years ago 3

Hello thi is especially important question for me because if i untic the IK in the unity animator it is fine but if i use other software like final ik just to handle the feets will it mess up anything? And also why this is happening?(Legs kind of just floating)

Image 156

Answered

IK Pinning with feet

Craig 5 years ago updated by Peter - Soxware Developer 4 years ago 7

In your tutorials, you demonstrate IK pinning with arms and the hands, you also show some brief clips of adding a IK handle to the feet.  

Can you please post a tutorial on how you do this with the feet please.  I've spent many many hours trying to figure this out and I'm still none the wiser and a tutorial would go a long way in clarifying a difficult topic.


I'm using animations from Maximo and many of these have annoying issues with foot placement not being correct.

Answer

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

The easiest way to setup IK pinning is by using the IK Setup Wizard. It automatically configures feet and hand IK targets to include the IK pinning functionality. You can convert existing animations to IK by clicking on "Edit --> FK to IK Convertion".

Here are some in depth tutorials (in the manual there is a nice overview of all available video tutorials in the "Video Tutorials" chapter):

How to use the IK Setup Wizard (and the manual setup approach).

IK Pinning uses the Child-Of constraint under the hood. Watch this before the IK Pinning tutorial.

IK Pinning.

And here a video tutorial where I use all of this in a practical example (fixing a broken MoCap animation):

Don't hesitate to ask in case you have any follow-up questions.

Best regards,
Peter

Fixed

Animation position cursor not working after new update

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

Hi,

after new update, the animation position cursor (the green one) is not working the first time it's clicked, after full animation played. Animation is not being played despite moving the green cursor. When unclicked and clicked again it works until I play animation to the end.

Thanks for fixing the previous bugs - It's much better now :)

EDIT: I've added a video: umotion_cursor_bug.mp4