
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

Bones for eyes
Hi,
I have a character with a fuse skeleton that is missing bones for the eyes. I can create bones using the extrude tool but they do not correspond with the eyeballs fbx models. I need the purple figure next to the bones that i make but right now they are transforms. I have another character that I was previously able to correctly rig but I do not remember how I did it. Can you explain the process of how I can do this?
Thanks

Hi,
thank you very much for your support request.
Make sure that the eye bones of your *.fbx model are correctly configured as eyes in the humanoid avatar configuration (see "Rig" tab of the inspector).
If your *.fbx model doesn't have any eye bones, then you have to use a 3D modeling tool like Blender to create new bones for the eyes and then bind the mesh vertices of the eyes to the bone (so that the eyes correctly move with the bones). While it's possible to create new bones inside UMotion, this binding process (called skinning) is not possible within UMotion.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Hanging up when open clip editor
Hi,
In my project, UMotion doesn't work.
1. Choose Window -> UMotion Editor -> Clip Editor.
2. Black window is opened and no response.
I tried:
- Remove UMotion and reimport UMotion -> same result
- Remove project library folder -> same result
- Create new empty project and import UMotion -> Works correctly
My project may be something wrong.
How should I investigate the issue?
If you have any ideas to solve, please let me know.
Thank you

Fixed in UMotion V1.20p03. Thanks for reporting.
Best regards,
Peter

Fatal error in GC
When importing UMotion Pro, it gets stuck at Writing package items and after several minutes, I get this error. It is fine when importing in a new project, but I can't import UMotion Pro in my current project.

Assistant tool is empty
Hello, I started using the add-on yesterday thanks to the humble bundle, but as useful as it looks, I have an embarrassing issue : as you can see on the screenshots, the assistant tool window only displays the current tool (select, move, rotate etc) at the top, but no matter what the rest of the window which is supposed to display transform/rig values is just a gray panel.
I haven't found anything similar on the net, but as I said I started using UMotion only recently so I hope I haven't left out anything obvious ! In any case, thanks in advance for helping me out ! :)

This problem is fixed in UMotion V1.20. Thanks for reporting.
Best regards,
Peter

Inherent Rotation
I was wondering if there is or was a way to turn off inherent rotation?
So that the head stays at its default location as you move the upper or lower body

Hi,
thank you very much for your support request.
You could setup an IK chain for the neck/head and add a Child-Of constraint with IK Pinning functionality. Everytime you enable IK Pinning in your animation, the head position and rotation will be locked in world space. Other than that, there is currently no way to disable inherent rotation.
Further information regarding IK and IK pinning:
UMotion Pro - Inverse Kinematics
UMotion Pro - Child-Of Constrain (<-- please watch this video before the IK Pinning video)
Please let me know in case you have any follow-up questions.
Best regards,
Peter
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