
Umotion 1.20 crash Unity when select character
After upgrading from 1.19 to 1.20 when I want to work with my character - Umotion Crashing Unity after select character for animating
Link to video with bug HERE

Feedback on UMotion Community
I decided to try free version of UMotion, out of interest. The tool feels pretty promising. I tried it for maybe 30 minutes and here are some findings.
Please discard things I mentioned that are actually already implemented, I didn't bother to check the manual yet. Tested on the latest version, which I downloaded just before.
P.S.
I also got a couple of crashes, when selecting sliders in that floating tool box, it crashes UMotion with some Unhandled Exceptions, related to IMGUI I think.
Edit: Sorry for the wall of text.
General use
Saving - Editing animation does not have a save feature, edited animation is changed automatically? This means that trying some tweaks and then discarding a change becomes cumbersome, if any clip must be duplicated before opening it.
Wish: Opening project doesn't remember scene character that was used last time. Maybe add option to try to use last used scene object, it isn't found then discard it and make user pick a new character.
3D viewport
Centering - now it seems Unity standard F to focus gets disabled when UMotion is activated. This is frustrating, I usually use this to jump to different parts of skeleton / scene.
Camera follow - I couldn't find an option to track position of picked object. Sometimes it would be useful to be able to make view follow root / hips. Even better if with option to disable some axis (to prevent vertical movement of character affecting camera follow).
Animation keying
Selection/keying sets - can't find anything like this. It would be great to be able to select Animated Properties, then click some button to create new group. These groups would be selectable from a dropdown, and autokey/key would automatically set keys on these bones. Also, it could have secondary option to also show those bones only i.e. upper body group selection would hide other bones, allowing to concentrate working on certain bones.
On screen tool box
Rotation Tool window - Locking joint free angles is essential. But seems like this is only for all objects, not per object?
Bug? Pressing M to key, changes tool box to show Muscle Groups window? I didn't retry replicating this, maybe it was caused by activating sync selection, but I happened every time
Timeline
Bug? Maximize view (shift space) and the restoring the view closes the currently open animation... this is not so fun, as sometimes I don't have that much screen space, and maximize view is useful to get overview of keyframe layout.
Keyframes - Move to previous or next key with keyboard shortcuts.
Wish: Reset time line zoom. There is zoom in and out, but usually it is convenient to have reset zoom, so one can judge the overall keyframe distances.
Play animation - When play is stopped, animation current frame marker should return back to start frame where play was pressed. I know there is start and end markers but this would be more convenient when tweaking certain part of animation. It would be easy to tweak some keys then verify animation is working, then continue where I was working.
Green scrub bar - is it / would it be possible to move current frame marker by just pressing some key + mouse dragging over dopesheet? Similar to middle mouse dopesheet drag? No I must concentrate to try to hit that tiny line in top bar for something I need all the time.
Selection/Synchronize with Clip editor - Seems to select 3d skeleton matching tracks in Animated Properties. But rotating bone and releasing mouse also deselects selected bone on screen, and from Animated Properties. This does not make any sense. To me, logical solution would be to keep animated properties selected, and screen selected bones should stay selected too, and only picked/active bone should have brighter color than others that are selected in Animated Properties.
Animated properties
Wish: Move up and down in animated properties with keys. Not sure if it is possible now.
Skeleton / bones
Wish: bone box display mode. Would make it easier to animate without mesh, with boxes it is easy to judge facing direction of head, torso and legs. Would be great for fingers too.
Wish: sticks bone mode seems to be only unlit. Could it be using shaded shapes too?
Wish: bone diamonds don't actually scale the "standard way". When making bones thinner, the height of root "pyramid" should also get shorter. Also, it would be nice to have some sort of minimum scale, now acceptable "thin" bones for limbs makes fingers to be way too thin to be usable.

Thank you very much for your valuable feedback.
Update: Added changes made in UMotion V1.20p01 (arriving soon on the asset store).
"I also got a couple of crashes, when selecting sliders in that floating tool box, it crashes UMotion with some Unhandled Exceptions, related to IMGUI I think."
Whenever you get an exception, please file a bug report via the UMotion dialog that asks you to do so.
"Saving - Editing animation does not have a save feature, edited animation is changed automatically? This means that trying some tweaks and then discarding a change becomes cumbersome, if any clip must be duplicated before opening it."
Currently the UMotion project changes are saved when you hit save in Unity. Adding another save button would result in a "saving system within a saving system" (as Unity already has a save button). In detail this would get rather complicated for the user to use, thus is usually not done (the native Animation Window e.g. also saves when saved in Unity).
"Wish: Opening project doesn't remember scene character that was used last time. Maybe add option to try to use last used scene object, it isn't found then discard it and make user pick a new character."
assets (i.e. the umotion project file) can't reference scene object thus this is technically not possible. Things like search scene object by name won't satisfy every edge case.
"Centering - now it seems Unity standard F to focus gets disabled when UMotion is activated. This is frustrating, I usually use this to jump to different parts of skeleton / scene."
Click on the "Focus Camera" button in the Pose Editor or hit "C" (default shortcut). You can assign a different shortcut if you want.
"Camera follow - I couldn't find an option to track position of picked object. Sometimes it would be useful to be able to make view follow root / hips. Even better if with option to disable some axis (to prevent vertical movement of character affecting camera follow)."
Added to my ideas for the future list.
"Selection/keying sets"
Added to my ideas for the future list.
"Rotation Tool window - Locking joint free angles is essential. But seems like this is only for all objects, not per object?"
This is changing the rotation tool handle, not really locking a specific axis. Locking an axis is currently not supported.
"Bug? Pressing M to key, changes tool box to show Muscle Groups window? I didn't retry replicating this, maybe it was caused by activating sync selection, but I happened every time"
This is a bug that happens when Auto Key is enabled and was introduced in the latest update. I'm working on a fix. Fixed in UMotion V1.20p01.
"Bug? Maximize view (shift space) and the restoring the view closes the currently open animation... this is not so fun, as sometimes I don't have that much screen space, and maximize view is useful to get overview of keyframe layout."
I'm going to look into this but am not sure if this is just Unity that internally destroys the window and then creates it again.
Fixed in UMotion V1.20p01.
"Wish: Reset time line zoom. There is zoom in and out, but usually it is convenient to have reset zoom, so one can judge the overall keyframe distances."
Added to my ideas for the future list.
"Keyframes - Move to previous or next key with keyboard shortcuts."
You can assign shortcuts to every button in UMotion. Assign the preferred shortcut to the next/prev key frame button in the Clip Editor.
"Play animation - When play is stopped, animation current frame marker should return back to start frame where play was pressed. I know there is start and end markers but this would be more convenient when tweaking certain part of animation. It would be easy to tweak some keys then verify animation is working, then continue where I was working."
Yes that makes sense, I'm going to make this the default behavior.
Fixed in UMotion V1.20p01.
"Green scrub bar - is it / would it be possible to move current frame marker by just pressing some key + mouse dragging over dopesheet? Similar to middle mouse dopesheet drag? No I must concentrate to try to hit that tiny line in top bar for something I need all the time."
Added to my ideas for the future list.
"Selection/Synchronize with Clip editor - Seems to select 3d skeleton matching tracks in Animated Properties. But rotating bone and releasing mouse also deselects selected bone on screen, and from Animated Properties. This does not make any sense."
Same bug as above. Happens when Auto Key is enabled. Working on a fix. Fixed in UMotion V1.20p01.
"Animated properties
Wish: Move up and down in animated properties with keys. Not sure if it is possible now."
Added to my ideas for the future list.
"Wish: bone box display mode. Would make it easier to animate without mesh, with boxes it is easy to judge facing direction of head, torso and legs. Would be great for fingers too."
Added to my ideas for the future list.
"Wish: sticks bone mode seems to be only unlit. Could it be using shaded shapes too?"
You could use default solid rendering mode with small bone size for that. The general bone size can be changed in the "Options" tab of the Pose Editor.
"Wish: bone diamonds don't actually scale the "standard way". When making bones thinner, the height of root "pyramid" should also get shorter. Also, it would be nice to have some sort of minimum scale, now acceptable "thin" bones for limbs makes fingers to be way too thin to be usable."
The bones are currently just scaled along the x and y axis if you make them thinner. The root "pyramid" thus stays in place. Changing this behaviour would mean that I have to manipulate the pyramid on a vertex basis. I think this is probably not worth the effort.
You can change the thickness of individual bones in the Config Mode (Size property).
Best regards,
Peter

No interpolation between keyframes?
Hi,
Is it possible to set up an animation so that there is no interpolation between keyframes? I am looking to replicate a stop-motion/ hand drawn effect and am not sure where to start.
Thanks in advance

Hi,
thank you very much for your support request.
Yes. In your animation, select all keys (in the Dopesheet) and set the tangent mode to "constant".
Attention: When UMotion has to re-sample the animation when exporting (i.e. when the character is of type humanoid or when your character uses the IK or Child-Of constraint), you have to open the exported *.anim file with Unity's Animation Window, select all keys and set the tangent mode to constant again. This is because the re-sampler currently doesn't set the tangent mode to constant by itself (this feature isn't implemented at this time).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Export blend shape animation to *.FBX
Hi,
having an issue when EXPORTING to Fbx a blend shape animation , it says " Ignoring property ".Smile" component properties are not supported in Fbx , So to mekeit clear Umotion Dont support Export animated blanshapes???
thanks

Hi,
thank you very much for your support request.
Blend shape weight animation curves reference the SkinnedMeshRenderer component of your GameObject and this Unity propritary component doesn't exist in the *.FBX format. Thus UMotion can't export these curves. Generally speaking, all animation curves that reference Unity components are not supported by the *.FBX format.
Please export to *.anim if you want to use blend shape curves.
For further information, please check out the manual at "Clip Editor --> Import /Export". There is a nice table that opposes the supported features of the *.anim vs. the *.fbx exporter.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Access Hand Muscle Sliders in Script for External Tool
I'm looking to add TouchOSC support to extend my animation pipeline. Part of that is controlling the finger muscle curl in UMotion since the UI and sliders are really small. Is there any way to access the sliders from the Muscle Groups Tool in script so I can extend functionality?
Thanks!

Hi Rave-TZ,
thank you very much for your support request.
At the moment the muscle curl feature is not exposed via the UMotion API. I've took a note to check if this can be added in one of the next updates but I can't promise anything right now.
Best regards,
Peter

Add key to animation layer weight
I want to change the an animation layer weight in the timeline

Thank you very much for sharing your idea. I'm going to make sure to consider this when planning future updates.
Best regards,
Peter

Error in assembly
Assembly 'Assets/Editor Default Resources/UMotionEditor/Plugins/Application/UMotionApplication.dll' will not be loaded due to errors:
Unable to resolve reference 'Assembly-CSharp'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.

Hi Hugo,
thank you very much for your support request.
Make sure that you have no script compilation errors (so that Unity can successfully compile the Assembly-CSharp assembly). Sometimes you also get this error message when you import UMotion for the first time, in that case it's usually just a false alert and has no negative impact on the functionality of the plugin.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Animation is offset from Root Transform
When I export an animation and preview it, it plays several metres away from the GameObject/Root Transform. I believe it was because I moved the model to a different position when starting to animate because I wanted using the world geometry as a reference. I also rotated it 180 degrees and this is also affected the same way.
I assumed everything would be relative to the root bone and/or the first key frame but this doesn't seem to be the case. I assume then that I've moved the model away from its "origin" or configuration pose or something like that. Is there a way of resetting the animation back to the original position?

Hi,
thank you very much for your support request.
When you want to have your character in a different place for animating, move it while it's not assigned to UMotion's Pose Editor. Once in place, assign it to the Pose Editor again. UMotion always uses the current scene position as the "zero" position.
If you move the character's position on the first frame (in UMotion), this is also contributing to the root motion because that's desired in some cases. For humanoid you can use the Inspector of the exported *.anim file to decide whether this starting offset should be applied or not (when you let Unity generate the root motion curves). See "Based Upon" setting:
In order to get rid of the starting offset in UMotion, the easiest way would be to use the curves view of the hips transform. Select all keys of the x curve and move it until the first key is 0. Then select only the first key and right click --> Edit Key to make the first key perfectly 0. Do the same procedure for the z curve.
For fixing the rotation, one way would be to use an additive animation layer and apply a rotation of -180°. You could also convert the rotation to euler interpolation (might introduce gimbal lock!) and change it via the curves view again, or you could simply delete the rotation keys and create them from scratch.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

UMotionPro with Unity2019.3b4 rotation transfrom not allow you to select other bones.
In unity2019.3b4 was added new feature that allow you to rotate object around by hold LMB on any place of screen (not on gizmos only).
So cuz of that when you want to select other bones - you will rotate your current/last selected bones instead of bone that you want.
That not critical but annoying when you working with humanoid rig where are most of bones allow you to rotate transform only.

Unnecessary RootMotion is added
There is a problem that the route motion changes automatically. If I create a motion that only raises one arm of the Kyle, the root motion seems to change automatically.
There is no problem when editing in UMotion, but it happens when I set animation on a character and play it, so it might have been changed when I exported. IK has the same symptoms whether I use it or not.

Hi,
thank you very much for your support request.
If your humanoid animation contains movements that move the center of mass of your character a lot, Unity generates root motion curves that contain subtle motion (that usually isn't really noticeable in-game). I'm not sure if Unity is doing that for a specific reason, it's however out of UMotion's control.
You can let UMotion generate the root motion curves (instead of Unity) getting rid of that subtle motion. In order to enable UMotion's root motion generation, open the settings (click the button with the "gear" icon) and switch to the "clip" tab. Then set the tick next to "Generate Root Motion Curves" and re-export your animation.
Please let me know if you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho