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How to inverse a pose?
I select all the bones then press "copy to otherside", this does the inverse for the arms and the legs but not for the chest rotation. Is there a solution to automatically do this or do I have to do it manually?
![](https://cdn.userecho.com/characters/80.png?1)
Hi,
thank you very much for your support request.
Yes, copy to other side only works for bones that have a sibling at another branch of the bone hierarchy. There is currently no way to mirror single bones. I might add such a feature in a future version of UMotion.
If you want to mirror a whole animation, you can do this in the Inspector of the exported humanoid animation (select the *.anim file and in the inspector enable "mirror").
Please let me know if you have any follow-up questions.
Best regards,
Peter
![](https://cdn.userecho.com/characters/116.png?1)
Huge delay when pressing play button if a UMotion project is loaded in Clip Editor
I'm working in a very large project with many assets and resources. I've been tolerating a lot of slow editor responsiveness for a long time, some of which is due to Unity's handle of a project my size. I recently decided to do a fine tuning push on my character animations recently, so I started making changes to clips then pressing play to test them in game. While doing so, I noticed it would consistently take as much as 30 seconds to start the game from the moment I pressed the play button. When it comes to fine tuning and testing animations, 30 additional seconds every time I test my changes adds up.
So I decided to clone my project and start ripping things out in an effort to speed up my animation editing process in a smaller project with only a subset of the content I need. After removing all the content I assumed was the primary cause of my latency, it wasn't until I closed the UMotion project I had open in the Clip Editor tab that I actually noticed a meaningful improvement. Suddenly, my game would start in 6 seconds, not 30 seconds like before. After noticing this my next step was to open a UMotion project I had that only had 3 animation clips in it, then pressed play again. The result was that the game started in abut 10 seconds, instead of 25. By comparison, the UMotion project that had the 30 seconds lag actually has 74 clips in it.
In short, here are my "consistent" metrics of latency that occurs when i run the game:
1. no open UMotion project = 6 seconds
2. UMotion project open with 3 clips = 10 seconds
3. UMotion project open with 74 clips = 30 seconds
Naturally, the first response will be "why do you have 74 clips in one project, that's too may", to which I would say two things:
1. if the software can't handle it, then as a programmer its best to force limit to prevent the user "myself" from pushing it over the limit
2. in light of these findings I will limit my UMotion projects to under 10 clips each
That said, without knowing anything about the way your code works on the back-end, I can't help but wonder if there is some sort of process that is running on lost focus, or when the play button is pressed that is locking up the editor. I'd be grateful if you would focus some time on this in a future version, mainly because I love this editor and use it frequently, but my project is massive in scope, so the more seconds you can save me simply by not adding to Unity's already slow editor, the better off I'll be.
Thanks in advance!
Todd
![](https://cdn.userecho.com/characters/109.png?1)
[Feature request] Animation curves smoothing
Hi,
I'd like to propose a new feature - animation curve smoothing. It would be great to have something similar to Blender's "Smooth Keys" option found in the Curve Editor. It is extremely useful while working with motion capture data. I am actually using UMotion to work with data captured in Unity Editor a lot. In such case one needs to export the animation to FBX, import it to a chosen 3D package, smooth the motion and then re-import to UMotion again. It's certainly doable, but animation smoothing in UMotion would be a great addition and a huge time saver. It would be great if one could smooth out selected animation keys both in Dope Sheet and Curves view. The smoothing should be incremental - ideally accessible with a hot key combination.
![](https://cdn.userecho.com/characters/80.png?1)
Hey,
thanks for posting your feature request. I've added that idea to my internal "ideas for the future" list.
Best regards,
Peter
![](/s/images/no_avatar_128.jpg)
Mega IK handle sizes if Canvas parented.
If under root u have canvas parented Umotion will display IK handles in like 100x scale, also when setuping IK the character front gizmo is also mega sized. Didnt try in minimum repro project but its consistent in mine (which is rather large). Fix was to turn off canvas and it works fine.
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Umotion crashes unity frequencly
Umotion causes unity crash while I am animating. Especially when saving the project. Without umotion editor there is no problem in unity but when I started to use umotion it crashes unity frequencly.
![](https://cdn.userecho.com/characters/80.png?1)
Hi,
thanks for your patience.
I was looking into the editor log file and did various tests with UMotion 1.19p02 in Unity 2019.1.8f1. Unfortunately I haven't been able to reproduce a crash and the editor log also didn't contain any helping information about the crash.
Please continue taking an eye on this issue and maybe try to find a way to reproduce this crash on your system. You might also try updating to a newer Unity version as it might be possible that the crash is coming from a bug in the Unity API (the managed C# code of UMotion itself shouldn't be able to crash Unity in theory, but calls to native code like the Unity API can).
Best regards,
Peter
![](/s/images/no_avatar_128.jpg)
Applying rotation to all keys of a bone?
Hi, I got Umotion Pro in order to modify animations to better fit the bone space of different characters. I'm wondering if it's possible to modify every keyframe of a bone with a relative rotation all at once.Similar to how mixamo animations often have the "character arm space" slider.
![](https://cdn.userecho.com/characters/80.png?1)
Hi,
thank you very much for your support request.
Sure, create a new animation layer of type additive. Keys in that layer are added on top of the original animation. Use multiple keys on different frames to add different offsets. Click on the black info button shown in the animation layer UI to open the manual for further information.
If your rotation is using euler interpolation, you could use the curves view to manipulate the rotation of multiple key at once.
Please let me know if you have any follow up questions.
Best regards,
Peter
![](https://cdn.userecho.com/characters/70.png?1)
IK setup - Changing the length of the IK
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
![](https://cdn.userecho.com/characters/80.png?1)
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
![](/s/images/no_avatar_128.jpg)
Old topic archive
Hello,
is there any archive from previous forum contents? i tried to find an answer but they refer to deleted page.
Thanks
![](https://cdn.userecho.com/characters/80.png?1)
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
![](https://cdn.userecho.com/characters/80.png?1)
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
![](https://cdn.userecho.com/characters/86.png?1)
Custom properies not allow convert all keys?
![Image 3](/s/attachments/28737/1/0/d960a07bef7c5bbc7c61e3a074de6c0a.png)
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 =( ?
![](https://cdn.userecho.com/characters/80.png?1)
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
Customer support service by UserEcho