Answered

IK setup - Changing the length of the IK

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

Hey,

I have recently purchased the pro version and I love it. I want to IK pin the hands to some prison bars, but the pinning moves. I think it would work better if the shoulders are also in the IK setup not just the hands and arms? And advice or ways to make sure the hands pin to the exact location and dont move at all?

Thanks

Will

Answer

Hi,

thank you very much for your support request.

If you ticked the pinned checkbox of your IK Target in the channels view and created a key for it, the IK target will keep it's position from that frame on. Please check out the IK Pinning video tutorial for further information: UMotion - IK Pinning

Yes increasing the chain lenght is possible (in Config Mode): UMotion Pro - Inverse Kinematics

But usually adding the shoulder bone to the arm IK chain is not what you want (solver results are less predictable and won't look good in sine cases).

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

Best regards,

Peterr

Answered

Old topic archive

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

Hello,

is there any archive from previous forum contents? i tried to find an answer but they refer to deleted page.

Thanks

Answer

Hi,

thank you very much for your support request.

I'm sorry there is currently no public archive of the old support forum. If you send me the link, I can send you the answer (when I'm back in the office on August 28th).

Best regards,

Peter

Answered

Is possible to make rigging in Umotion from scratch?

giug72 5 years ago updated 3 years ago 2
Answer

Dear giug72,
thank you very much for your support request.

UMotion's main focus is to add professional animation editing to Unity. While you can use UMotion to add new bones to a character for the purpose of creating complex control rigs useful while animating, it's not possible to skin bones (= assigning vertices to them).

Rigging and skinning is something that I recommend doing in a 3D modeling application or in services like Mixamo. Mixamo is a free web service that automatically performs rigging and skinning for human like characters. As rigging/skinning is a task very independent from the rest of your game, it makes perfectly sense to do this in an external application (and is common practice).

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

Best regards,
Peter

Answered

Custom properies not allow convert all keys?

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

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Hello dear Soxware team! I have question:
I really like new feature that allow you to make list shorter, but I get one problem.
When I setup custom properties to almost all bones to Nothing (Except Spine,Spine2,Head, IK of hands and Legs) to make my list shorter and easy more easy to animate, after export to Anim file I have only that keys that i'm animate in that short list.

I was think like it will convert IK to bones with properties (Nothing)...

There any way to fix that or I must use properties (Rotation) to solve that and make my list bigger =( ?
Answer

Hi Vilaskis,

thank you very much for your support request.

All properties that should be exported to the final animation need to be enabled (in Config Mode). That means that you have to enable the rotation properties of all your bones.

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

Best regards,

Peter

Not a bug

Unity 2019.3 display issue

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

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UMotion can be use.

The only problem is this UI display issue.