Answered

all my animation is missing after i fix animation pose

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

good day 

I followed the tutorial video, and  all my animation become missing on my character after i fix animation pose with u motion. how can I stop this from happening?

Answer

Hi,

thank you very much for your support request.

You need to either manually create key frames for your changes (select the bones you want to key, then click on "Key Selected" --> "Key Modified" e.g.) or you should set "Auto Key" to "Generate" to automatically create keys whenever you adjust your characters pose.

The quick start tutorial covers both methods:

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

Best regards,
Peter

Answered

Work around for "Needs to be at least 2 frames long."?

Sean W 5 years ago updated by Peter - Soxware Developer 5 years ago 1

I've imported some of my old Unity animations into a UMotion project, and now I am trying to export them back to Unity animations so I can use them in game. However, a majority of my animations are only 1 frame long because they are just static poses which is what I'm using for the game. Unfortunately, when I try to export them, they get skipped, with the error "Clip [clip name] skipped. Needs to be at least 2 frames long."

Is there a way to disable this behavior since my clips are intentionally 1 frame long?

Answer

Hi Sean,

thank you very much for your support request.

This restriction was implemented because there are some edge cases where a one key frame animation doesn't work as intended. I recommend that you select the master key frame (click on the top-most key to select all keys on that frame) then use CTRL+C, move the frame cursor one frame forward and then press CTRL+V. Thus creating a two frame long animation with no motion.

If I'm not mistaken, this shouldn't increase the build file size of the *.anim as curves with only two key frames are optimized into a "constant" curve by Unity. You can see the build file size in the Inspector of your *.anim. Please note that the size the *.anim has on your disk (shown in Explorer/Finder) is NOT the size it consumes in your built game.

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

Best regards,
Peter

Under review

Tips on Organizing UMotion Projects?

Sean W 5 years ago updated 5 years ago 2

Does anyone have any tips they'd like to share on how they organize their UMotion projects, as well as how they organize the clips within their UMotion projects?

Answered

How to export animation with IK bones

RadiumLHY 5 years ago updated 5 years ago 4

如何将转换后的IK动画与软件创建的IK骨骼一起导出?

另一个是转换后的动作文件在导出后无法被其他软件识别为骨骼

[Moderated] Google Translation:

Wie exportiere ich die konvertierte IK-Animation mit den von der Software erstellten IK-Bones?

Zum anderen kann die konvertierte Aktionsdatei nach dem Export von keiner anderen Software als Bone erkannt werden.

Answer

Hi RadiumLHY,

thank you very much for your support request. I've translated your question to English (please post in English in the future).

The IK features are only available within UMotion. Once you export your animation the affect of the IK constraints is baked into the animation. You can export your animation as *.anim (only compatible with Unity) or *.FBX (compatible with most 3D modeling applications). When exporting to *.FBX, I recommend exporting the animation into the *.FBX file of your character (set "Write Mode" to "Update Existing" in the export settings).

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

Best regards,
Peter

Answered

Missing "Local Position" Channels on all bones except the hip?

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 8

If you go to Pose Mode->Channels with a selected bone ONLY the hip has position as a possibility. ALL other bones can only be animated with rotation????

I just bought umotion pro and I am using "all star characters" from the asset store....

Answer

Hi,
thank you very much for your support request.

Moving the local position of human bones is not supported (and is probably not what you are looking for, as real life humans are not moving the local position of there bones as that would mean that the bone moves out of the joint). I think what you are looking for is Inverse Kinematics. The quick start tutorial shows you how to quickly setup and use IK:

For more information, please check out the full-length IK tutorial:

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

Best regards,
Peter

Answered

"Humanoid Bone Already Defined" when trying to assign a new character to a project

adamgryu 5 years ago updated by Peter - Soxware Developer 4 years ago 8

When I try to assign a new character to the project to edit, I get this error. How can I get around this?

Furthermore, is it possible to delete or hide the properties I'm not using in the dopesheet view?

Answer

Hi,
thank you very much for your support request.

A UMotion project is per character. So if you want to animate a new character, please create a new UMotion project for it.

"Furthermore, is it possible to delete or hide the properties I'm not using in the dopesheet view?"

Yes, you can do this via Config Mode. When you select a bone/transform, you can set it's Visibility to "Lock". That is going to hide it in the Scene View and in the Clip Editor. You can also hide only certain properties of a bone (position/rotation/scale) via the "Properities" drop-down field:

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

Best regards,
Peter

Answered

How to Disable/Enable objects?

Winterbolt Games 5 years ago updated 5 years ago 2

I have a generic animation (for animating a weapon) and I need to disable certain objects at certain moments during the animation, does UMotion support this?

Answer

Hi,

thank you very much for your support request.


Sure, by using a Custom Property Constraint in "Component Property" mode you can animate any property (e.g. the Renderer.enable or the GameObject.active). You can assign the Custom Property Constraint to any bone/transform you like (it doesn't necessarily have to be the one you want to control with the constraint).


For further information, please check the manual at "Pose Editor/Constraint System/Custom Property Constraint".

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


Best regards,
Peter

Answered

Inaccurate conversion from FK to IK

Sean W 5 years ago updated 5 years ago 2

I'm trying to convert some clips from FK to IK, but there's some inaccuracies! I followed the instructions in the UMotion Manual under "Clip Editor > FK to IK Conversion > Improving Conversion Accuracy." Unfortunately the steps didn't seem to help much! I included a video of me trying the steps and showing the results.

Any other tips on how to get a more accurate conversion?


fk to ik inaccuracte conversion

Answer

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

The FK to IK conversion is "lossy" by it's nature (because IK has less degrees of freedom than FK). By comparing the before/after pose from your video it looks like the algorithm is only off by a few degrees (at least that's how it looks on the video to me, let me know if I've overseen something). Assuming that you convert your animation to IK because you want to modify it anyways, this small imperfection are usually acceptable.


If you need to further improve the animation, add a duplicated version of your character to Unity Timeline with the original animation attached. Then use the "Sync" button to synchronize UMotion with Unity Timeline. That way you can preview both animations at the same time (overlaying each other, toggle visibility of the Timeline assigned character) so you can manually do some adjustments where needed.

Please let me know in case you have any further questions.

Best regards,
Peter

Answered

Bake / plot

maciej szczesnik 5 years ago updated by Peter - Soxware Developer 5 years ago 1

Hello,

I would like to post an idea / feature request. It would be awesome to have an option to "bake / plot" an animation. Say you have an animation with a lot of IK edits and layers and so on. If you could bake it to a normal FK animation without additional layers, it would speed up the work greatly. You can do it right now by exporting the animation and importing it again - it's just a bit time-consuming. 

Best regards,

Maciej

Answer

Hi Maciej,

thank you very much for sharing your feature request. I really appreciate that.

I've took a note on my "ideas for the future" list so that I can consider this feature when planning future updates.

Best regards,
Peter

Answered

Two beginner questions

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

Heyo, I have two small questions:

1) How can I select all keys of a frame? I know that shift + A selects all keys but I only want to select all keys in a vertical line.

2) What would be the best approach to create a new animation between two humanoid characters that are asynchron? LIke Character 1 stabbing character 2 with a dagger from behind.

Answer

Hi,

thank you very much for your support request.

"1) How can I select all keys of a frame? I know that shift + A selects all keys but I only want to select all keys in a vertical line."

To select all keys of one frame, click on the master key:

It's also possible to click and drag (to move all keys of that frame).

"2) What would be the best approach to create a new animation between two humanoid characters that are asynchron? LIke Character 1 stabbing character 2 with a dagger from behind."

By using the "Sync" button you can synchronize animation playback of UMotion with either Unity's Animation Window or Unity Timeline. That way you can edit one animation with UMotion and the other one is previewed (in sync) by one of Unity's applications. Please check out the manual chapter "Unity Timeline Integration" for further details.

It's not yet possible to edit two animations at the same time (only if you make both characters "generic" and a child of one animator component, thus turning two characters into one animated object).

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

Best regards,
Peter