Answered

Exported animation looks weird

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

Hi, Just bought this awesome asset, but I'm having an issue, with the exported animation, if I try to play it in the animation editor, it runs fine. But on gameplay runtime, the animation is weird, what could be causing this issue?

I've attached a screen shot showing the issue. Thanks

Image 87

Answer

Hi, I've managed to fix this issue by following the thread here:
https://support.soxware.com/communities/1/topics/139-unnecessary-rootmotion-is-added

Basically I've ticked the Generate root motion curves, and all the child options available with it, this solved the weird animation issues.

Thanks for this wonderful asset and cheers!

Answered

Sharing asset

Andersson 5 years ago updated 5 years ago 2

im making a game with my friend, ¿Can he share the UMotion Pro assets we me? As we work together in the same project or we would be violating any condition from the license?

Answer

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

From a legal perspective, all assets available on the Asset Store that are "Editor Extensions" are per seat licenses. You can see this on the asset store product page:

So yes, while there is no copy protection or the like it would still be nice if you would purchase a second license for your friend. That would also support my future work on this asset.

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

Best regards,
Peter

Answered

legs bend after imported into UMotion

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

Hi, Peter, I have an animation which seems normal in the preview window

Image 82

But after I import it into UMotion, the legs are bending. Other joints seem OK.

Image 83

I wish you can shed some light about the reason of this, Thank you.

Answer

Hi,
thank you very much for your support request.

UMotion by default uses Mecanim "Foot IK" for the imported animation. This is the same as enabling the "IK" switch in Unity's Preview window. You can disable the "Foot IK" in the UMotion Import settings:


The humanoid Foot/Hand IK is used to improve re-targeting quality (and bring the feet/hands back to the same position as in the original animation). For further information I highly recommend reading Unity's blog post about Mecanim humanoid. It also goes in depth with the reason Foot/Hand IK exists: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

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

Best regards,
Peter

Answered

Driven and Limit Constraints

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

Two constraints that I think would greatly benefit UMotion are a Driven constraint (very similar to Custom) and a Limit constraint.


Driven - The same as Custom but you can link the value to a value of the Driver. For example, link localPosition.x (with an offset so the 0 value can be set) of the Driver to localRotation.x of a bone. This would allow for building complex rigs with simple to use controls the same way Animators do in Maya/Blender. For example, this could be set up on each hand with one Driver per finger (and thumb). Moving it closer/farther from the hand opens/closes each finger using multiple Driven Constraints each with their own scaling/offset values. Another example is for wrist twist bones, the localRotation.X of the hand could be linked to the localRotation.x of the twist bone, when scaled to 50% the twist bone will automatically rotate with the hand at a reduced amount to give a good wrist rotation. This could be chained together for more complex setups with multiple twist bones.

Limit - A limit constraint would limit the position, rotation, or scale of a Transform to be within a certain range. For example, bones could be limited on a character to prevent unrealistic joint rotations without needing to manually fix them. Used with a Driven constraint, the Driver could be limited to only move on 1 axis within a certain range so it doesn't cause issues with the Driven.

Answer

Hi NickFlowers,
thank you very much for sharing your ideas. I really appreciate that.

I have put your ideas on my internal "ideas for the future" list. Before every new update I walk through this list and use it to prioritize new features.

Best regards,
Peter

Answered

Unwanted bones rotation

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

Hi,

I have problem with bones rotation. I've set up fingers in clip editing mode just like I wanted. However after exporting to animation clip, adding it to animator and playing animation it looks different. Fingers have wrong rotation. I wolud like to know if this is problem with UMotion or setting in Unity I don't know about.

Thanks in advance,

Maciej

Answer

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

When the fingers are correct inside UMotion but look different when playing the humanoid *.anim file it's a problem introduced by the animation re-targeting of Unity's humanoid system. This typically happens when the fingers don't have the correct pose in the humanoid avatar configuration of your character.

Open the avatar editor of your character (in the "Rig" tab in the Inspector of your character, click on "Configure...") and make sure that your character is in a perfect T-Pose with the fingers straight.

This might shed some light into what humanoid is and why it can introduce some imperfections: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Please take special notice at the headline "T-Stance" to learn more about how the fingers are expected to be in the T-Stance.

If you want a 100% perfect animation (that has no quality loss due to re-targeting), always choose generic instead of humanoid. Generic plays the animation directly as it is (involving no re-targeting). This also improves performance a bit (runtime re-targeting costs CPU performance).

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

Best regards,
Peter

Not a bug

Mirrored rotation curves after FBX Export

maciej szczesnik 5 years ago updated 5 years ago 9

Hello,

Once again - it's a great tool :). But I think, I've found a bug. A lot of times when I have an animation with full 360 rotation on a given axis - say a pirouette, when I export the animation to FBX (update an existing FBX file), the quaternion curves of the rotation are flipped - returning to the same position at the end. Visually everything works fine until you want to edit the curves (smooth them for instance). Please inspect the attached images. The first one shows the Y rotation curve in the editor (this is OK). The second image shows the curve in the FBX file (flipped). It is possible to fix those curves in Blender for instance (you have to select all Quaternion rotation curves one by one, flip them in the Y-axis and move them to match the keys). But it is really time-consuming. 

Image 79

Rotation in UMotion editor

Image 80

The same curve in the FBX file (imported to Blender). 


(if you select the second "half" of it, flip it along the Y-axis and match the ends - it works perfectly fine - of course, you have to do it for every quaternion element).

Answer

Hi,

I just finished my investigations.


Please note that the *.FBX file format does not support quaternion rotation curves. It can only contain euler curves by definition. So when UMotion is generating the *.FBX file it stores euler curves in it. To check if UMotion is exporting the curves correctly, I exported your animation to *.FBX and then disabled "Resample Animation" in Unity's import settings. This ensures that the original animation curves from inside the *.FBX are used. Then I opened the animimation of the *.FBX file using Unity's native Animation Window and checked the hips curve:

As you can see, the animation curves look fine (and they also play correctly).

One thing I immediately noticed when looking at the blender file, is that the animation curve is a quaternion curve. That means that Blender must have converted the original euler curve to quaternion. Chances are that this conversion process introduces the wrong curve (i.e. it doesn't "ensure quaternion continuity"). So you need to tell Blender somehow to import the original euler curves (probably by importing the model first, then switch all transforms to euler and then import the animations in a second step).

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

Best regards,
Peter

Not a bug

Unity 2019.2.8.f1 hanging when drag and drop prefab to poser editor

Francisco Espinosa 5 years ago updated 5 years ago 3

Same as descibed in title. I have following the tutorial called First FPS Animation and when I drag and drop de hands with the gun in the poser editor, Unity freezes in one computer, and in another computer, it's extremly slow.

The slow computer it a Intel I7 7700, with 16GB RAM and a GTX 1060 6GB. 


What could be the problem?

Answer

Hi,

thank you very much for your support request.

There has been a bug with the exact same symptoms in UMotion V1.20 that has been fixed in UMotion V1.20p01. Please update your UMotion version to UMotion V1.20p01 and let me know if the problem still exists.

I'm sorry for the inconvenience.

Best regards,
Peter

Answered

Animation Converter

Anonymous 5 years ago updated by Peter - Soxware Developer 4 years ago 3
Answer

Hi,
thank you very much for your support request.

You can use UMotion Pro to convert animations (see UMotion Manual "Clip Editor --> Import Export" headline "Conversion between humanoid/generic"), but the Animation Converter is more convenient to use. The Animation Converter is not directly integrated into the UMotion Pro product.

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

Best regards,
Peter

Fixed

Child Of object position gone?

Vilaskis Shalashev 5 years ago updated by Peter - Soxware Developer 5 years ago 1

After update to from Umotion 1.20 to 1.20p1 my child of object position gone and when im try to comeback position of object - I get Umotion crash

Link to video with bug here

Answer

Hi,

thank you very much for your bug report. I really appreciate that.

The exception you experience was introduced in UMotion V1.20 and is caused by the tool assistant (when pivot is set to global). It was already reported by another user (via email) and is fixed in UMotion V1.20p02. I'm currently uploading UMotion V1.20p02 to the asset store hoping that it is going to be reviewed/released before the weekend.

If you want, I can send you the update immediately if you contact me vie the email support form (please include your invoice ID).

I'm sorry for the inconvenience.

Best regards,
Peter

Answered

How animate 2 characters at the same time

Anonymous 5 years ago updated by Peter - Soxware Developer 3 years ago 2

is there any tutorial how to animte 2 characters at the same time?for example dance with woman and men

Answer

Hi,
thank you very much for your support request.

There are several ways how you can animate two characters at the same time. The easiest way would be that you configure both characters as "generic" and place both as a child of one empty parent GameObject. Assign an Animator component to that parent GameObject (and remove the Animator components from the characters). If you now create a new UMotion project and drag & drop your parent GameObject to the Pose Editor, you can animate both characters at the same time.

Another way would be to use Unity Timeline. UMotion supports synchronizing with Unity Timeline. That way you can preview the animation on both characters at the same time but can actively edit only one at a time. Here is a video tutorial where I use UMotion and Unity Timeline to create a cut-scene:

You can also synchronize UMotion with Unity's native Animation Window. That way you can preview the animation of character A via the Animation Window and the animation of character B via UMotion. Character B would be editable.

More information about the "Sync" feature can be found in the manual in the "Unity Timeline Integration" chapter.

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

Best regards,
Peter