
Last bone in a hierarchy is represented as a sphere, instead of an arrow
In blender I can always see the direction of the bone, event if it is a last bone in a hierarchy. But in Umotion all last bones are just spheres appended to the previous bone. That doesn't matter much for a toe bone for example (hierarchy of bones without branching), but if there is a single bone branches from a hierarchy it is impossible to select it in editor, because it's just a sphere on bone path. A picture would illustrate it better:
Can I fix it somehow in the settings? Or if it is not implemented, please consider adding it..
Thanks !

Hi,
thank you very much for your support request.
Yes you can extend the bone in "Config Mode" (the following video explains this at 1:56):
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Walking animation with variable step length
Hi, I was wondering if it would be possible to create a smooth walking animation which takes as and input different step lengths depending on the velocity of walking. Would it be possible to use the IK solver in Real Time to manipulate the step lengths as they are happening?
Thanks,
Ata

Hi Ata,
thank you very much for your support request.
UMotion's internal IK solver can only be used at authoring time (not at runtime). You can extend UMotion (to preview or bake) any other IK solver using the UMotion callback mechanism (more information is provided by the manual at "Pose Editor --> Options --> Extending UMotion").
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Record the animation on differnt parent, export the clip different
Hi there, I have recorded an attack animation on the root object facing 0 degrees, then I have parented the same root object to a parent with -180 degrees in Y-axis, and recorded the animation. Then un-parented the game object. If I preview them in the UMotion clip editor, both animations face the same direction, but when I export the clip the second animation faces the other way.
Any way to export both animation in the same way withouth redo the animation?

Hi,
thank you very much for your support request.
Please try the following:
1) Select the exported *.anim (or when exporting to *.FBX select the *.FBX)
2) In the Inspector, make sure that the "Root Transform Rotation" setting is set to "Original" instead of "Body Orientation".
Instead of the parent/unparent trick you could also use the "Offset" field in the "Root Transform Rotation" setting to apply a rotational offset in the future. You could also do that in UMotion by adding a new additive animation layer and then apply a rotational offset to a parent transform (when you want to change the root motion translation direction, make sure that the transform is a parent of the root motion node).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Animation issues when transitioning between FK and IK
Hi, i've been working on an animation recently and i'm having issues when switching between FK and IK.
Let's say i have 2 keyframes, both of which are animated using FK and different from each other (aka different pose).
I select the first keyframe, select all properties, key all properties, select everything again (for good measure) and set IK to FK, i then do the same with the second keyframe.
Then, on the second keyframe, i enable IK pinning on some limbs (the feet, for example), apply some movements and update properties (as explained in the child of constraint video).
Whenever i do this there's always some minor unwanted movement between keyframe1 and keyframe 2.
This sometimes happens even if both keyframes have the same pose, although not always and sometimes limited to individual properties. For example i had the right forearm spin in the past, but i could not reproduce the issue.
Just right now i've been working on a sliding animation, the character is always moving from the left to the right.
When i enabled IK pinning to move the hips forward while keeping the feet stuck in place (with the steps mentioned above, hips is the root bone) the feet will slide backwards (to the left) a bit, which is not intended.
I've made a gif that shows each step in detail, i'm not sure what i'm doing wrong.
Thank you in advance for your help. :)

Hi,
thank you very much for your support request.
From frame 0:55 to 1:15 your feet IK targets are currently not pinned thus will move with the hips. You would need to pin your foot at frame 0:55 (where the hips are not yet moved) and then move the hips until frame 1:15.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Change single Axis over Timeline
Hello Peter,
is it possible to change a single axis (e.g. global Y-axis) from a bone, over the complete timeline to a specific rotation e.g. to set to 0 °? Without changing every single frame.
I hope you understand what I mean. :)

Hi Fabi,
thank you very much for your support request.
Yes, that is possible.
First of all your bone's rotation property must use "euler rotation mode" in order to being able to edit the rotation around a specific axis. Right-click on the rotation property (in the clip editor) then click on "Rotation Mode --> Euler Interpolation".
Left-click on the rotation property to select it and switch into "Curves" view. You can use the eye icons to hide the X and Z curves. Then select all keys of the Y curve, right click on one key and click on "Edit Key". Now you can type in a new value (0) and hit enter. The new value as assigned to all selected keys.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

IK BUG PROPERTIES
HI, i was doing your inverse kinematics tutorial video... On pose editor, config mode,properties,the size of the "type" custom transform does not work, you can change the value, but you will not see as a "cube" similar to the video, in fact, you will see nothing on the editor.. If the "type" is custom joint , the propertie size works.

scale for squash and stretch
How do I use the scale tool to make squash and stretch on humanoid characters, for punching for example?

Hi,
thank you very much for your support request.
Unity's humanoid animation system abstracts the humanoid anatomy so that an animation initially created for humanoid A can be played on any other humanoid character (i.e. animation re-targeting). This abstraction adds limitations like not being able to scale bones.
I recommend using "generic" instead of "humanoid", that way you get back all degrees of freedom for each bone of your character (rotation, translation and scale). If you need to convert some of your animations from humanoid (e.g. mocap animations not initially created for your specific character) to generic, import them into your humanoid UMotion project (before you switch to generic) and then export the animations to *.FBX. Then change the animations and your character to "generic" (in the Inspector of those files).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Keys stop generating, IK Pinning stops working, Performance drop after long time
Hello,
There are few very annoying bugs.
We are using UMotion to edit animations recorded using Optitrack Motive software (mostly <10s, 30fps), and during postprocessing in UMotion, very often keys just stop generating despite having Auto Key set to Generate.
Also, when that happens, enabling IK Pinning stops working - there is no message box, and selected object just snaps to what I think is a 0 position.
The one thing that fixes it for sure is UMotion restart.
The last very annoying thing is performance drop after a longer session of editing. Animations get so choppy that it's almost impossible to edit them. UMotion restart doesn't fix this - Unity restart is needed.
There are no error messages in console when those bugs appear.
I hope You'll resolve those issues soon.
Best Regards
Maciej
EDIT: I've added a video presenting IK Pinning issue: Video presenting bug

How to include additional bones to humanoid animations?
Hello,
I have to create a Mask for each animation then go to Transform and check the bones that I want to use (not a part of the humanoid) so they animate. Unfortunately this is lost when I import it in uMotion and when I export there isnt a setting for that clip to include these bones.
Do you have a suggestion?

Hi,
thank you very much for your support request.
UMotion hides all none humanoid bones by default.
In your humanoid UMotion project, witch into Config Mode and select the additional bone(s). Under the "Properties" tab, set "Visibility" to "Show". This is going to show and include the bone(s) in your animations.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

The humanoid avatar doesn't fit the selected GameObject. The required human bone "Spine" has not been found.
I keep getting this error when I try to drag my humanoid character into the Pose Editor. My Humanoid character is already rigged, all the bones are set and green in the configure and the character is walking around fine in the game and it is working with plenty of animations. How can it say that is missing it's spine when obviously it isn't? What is causing this?

Hi,
thank you very much for your support request.
Most probably the character that has been added for the first time to this project (via the Pose Editor) was a different one (or the same one but with a different humanoid avatar setup)? UMotion projects are "one per character" (you can't share a project between different characters). Do you still get this message when adding the character to a fresh UMotion project?
If the above doesn't explain your issue:
Have you checked if a bone was assigned for the spine (in the Unity Avatar configuration editor)? Drag & drop a fresh instance of your character (directly from the *.FBX, not from a prefab) into your scene and check if it works with that one (i.e. to ensure that it really uses the humanoid avatar that you've just configured).
Best regards,
Peter
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