Answered

"Hips" is not unique: Found multiple transforms named "Hips" is an error I'm getting. What's causing it?

Anonymous 5 years ago updated 5 years ago 2

[The following thread was restored from the old support forum]


Human bone mapping for human bones "Hips" is not unique: Found multiple transforms named "Hips" is an error I'm getting. I'm not sure what's causing it actually. I only have one hip bone on the model. It is because of that I'm not able to animate my character gameobject. What am I doing incorrectly in this case?

https://puu.sh/AmGyO/d921ced2e5.png

Answer

Hi,
thanks for your support request.

According to this error there is a second bone somewhere in the hierarchy of your GameObject named "Hips". Please expand the whole hierarchy in order to check that (hold ALT then click on the arrow to collapse/expand all).

If you can still not find a bone named "Hips", could you please send me a Unity project that contains just your model so that I can take a closer look at this issue. You can send that project via the email support form. Thanks.

Best regards,
Peter

Answered

Crashing on game object mode.

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

I have a humanoid character already setup with bones:

https://assetstore.unity.com/packages/3d/characters/humanoids/ariana-character-118803

Im trying to create some basic riding animations for a hover bike:

https://assetstore.unity.com/packages/3d/vehicles/air/aaa-pbr-hover-bike-144805

I have this bike set up for motion with a hover controller:

https://assetstore.unity.com/packages/templates/realistic-hovercraft-controller-44792

Eventually I would like to have a few character animations such as bcompensation for angle and general "look behind" stuff and such. I fugure once I have her seated on the bike that should be easy - but I dont really get that far.

So I have taken the ariana game object and thegame object of the bike and created a new project.

The bike does not yet have the hover controller attached.

So firstly - Im following the umotion startup video tutorial but when I add an ariana model my game object to a new umotion project it crashes umotion. and locks the game object, requiring a re-start of the scene. This happens pretty much every time.

Secondly I'm beginning to wonder if what I'm asking for will really work with Umotion. How do I acxtually get her to detect where the bike is and then move to the proper animation so that she will mount it.

Obviously I'm working with packages here because Im not a developer: Im very much an amateur to all of this and just trying to get my girl to sit on a bike.

Can anyone offer any advice?

A. Specifically to the crashing issue I am having?

B: General advice on the best way to animate my character on the vehicle? Do I need other tools?

Thanks very much.

Rmorph.

Answer

Hi Rmorph,

thank you very much for your support request.

"So firstly - Im following the umotion startup video tutorial but when I add an ariana model my game object to a new umotion project it crashes umotion. and locks the game object, requiring a re-start of the scene. This happens pretty much every time."

I'm sorry that this is happening. I've just replied to your bug report that you've sent to me via email. In order to keep things organized, let's continue discussing this topic via the email thread :-)

"Secondly I'm beginning to wonder if what I'm asking for will really work with Umotion. How do I acxtually get her to detect where the bike is and then move to the proper animation so that she will mount it."

If the player should be able to walk around with the character, then press a button so that the character mounts on the hoverbike then that's something you have to do via scripting. With UMotion, you can create all the required animations for that but the actual functionality would have to be created via scripting.


If you just want to create an opening cut-scene (where the character walks to the hoverbike, jumps on it and starts flying away) you can use UMotion together with Unity Timeline.


Anyway, I would say start simple with the character already mounted on the hoverbike. Here's how you can do this:

Make your character a child of the hoverbike (in the Unity Hierarchy window). That way your character is going to move with the hoverbike. If you want to animate parts of your hoverbike (e.g. the steering) together with your character, you should drag & drop the root transform of your hoverbike into UMotion's Pose Editor. If you just want to animate your character, then just drag the root transform of your character into UMotion's Pose Editor.

I recommend using "generic" mode for your character.

Best regards,
Peter

Answered

Blendshapes?

Larry Johnson 5 years ago updated by Peter - Soxware Developer 5 years ago 4

Does this app make it possible to create blendshapes?

Answer

Hi Larry,
thank you very much for your support requests.

Blend shapes have to be defined in a 3D modeling application (you need to deform vertices). In UMotion you can then animate the blend shape weights (i.e. the amount a blend shape contributes to the current look of your character). That way you can do for example facial animations.

When your character includes blend-shapes and it is assigned to UMotion for the first time, UMotion will automatically prompt you with a dialog asking if you want to add animation curves for the blend shapes to your UMotion project. By using the "Custom Property Constraint" you can always add curves for blend shapes manually (please refer to the manual at "Pose Editor / Constraint System / Custom Property").

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

Best regards,
Peter

Fixed

Broken - Constant Tangent Curves / Stepped Tangents

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

Is it possible to create and export animation curves with "Broken - Constant" tangents for use on a Mechanim Humaniod character that can make use of the Animator component?

Not a bug

Animation not play in same location in play mode

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 9

Hello there. Same guy that using Umotion more than a year. (which buggering you about multiple instances switching characters easyl etc)

This was same issue from the beginning and drive me crazy.

My game had lots of interactions between humanoid characters, like handshaking, kissing, hugging etc.

So postioning them is importand. I generate lots of umotion animations with two key frames long.

Anyway,  I made the poses animations bake it. etiher of Root Transfer Rotation (all tree of them) was ticked or baked directy (with new verison).


In old forum you say that is a Unity bug and should have fixed in 2018.3 or something. Now I'm using unity 2018.4 and  19.02p

In old times, skewing was large margin, let say 10 cm or more, in latest versions it drops to probably 2cm or something like that. But still there.

And drives me crazy. Everything is ok on timeline or scene windiow.After baking then I press to play, animation position is not exact same point as editing time.

Is there any explanation, Any 

Answer

When you are using humanoid, small differences are expected. This is just in the "lossy" nature of how the humanoid re-targeting engine works. The humanoid animation system is designed to share the same animation between multiple characters and make it look approximately the same. It will never look exactly like the source animation. I highly recommend checking out this Unity blog post about how humanoid works under the hood: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

When you create an animation in UMotion, it is always previewed precisely as it is. But as soon as you export it to humanoid, the animation is converted into the normalized muscle space which adds imperfections too it (at the benefit of being able to share the animation with other characters configured as humanoid).

If you aim for perfect precise results, you need to configure your characters as "generic" (but you are not able to use the same animation on multiple characters anymore except if they use precisely the same skeleton). You can convert your existing UMotion projects to generic by creating a new project (of type generic), assign the generic version of your character to the Pose Editor and then import the animations directly from the humanoid umotion project.

Let me know if you have any further questions.

Best regards,
Peter

Answered

change speed of animation

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

hi,

how can i change increase/decrease speed of animation

Answer

Hi,

thank you very much for your support request.

Select all keys in the Dopesheet window (CTRL + A when the window has focus), then use the blue bars that appear next to your last keys to scale the whole animation. Moving the bar to the left will increase the animation speed, moving the bar to the right will decrease the animation speed.

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

Best regards,
Peter

Not a bug

Playback on Clip Editor and the exported animation do not match.

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

Playback on Clip Editor and the exported animation do not match.


Clip Editor:

Image 9



Exported animation:

Image 10



Please pay attention to the left hand.

In Clip Editor, the hand holds the grip,

In the exported animation, the position of the grip is wrong.

Upload the project repository to GitHub.
https://github.com/MatchaChoco010/UMotionProReport

I hope this report will help you develop UMotion Pro.

Answer

Hi,

thank you very much for reaching out.

I've taken a look at your repo project. What you experience is just a side-effect of the "lossy" nature of the humanoid animation system. In UMotion, when you create a humanoid animation you actually create a regular (i.e. like what Unity calls "generic") animation (just like you would in Blender, etc.). Then when you export your animation, Unity converts the animation to the "lossy" humanoid animation format. Humanoid by it's nature will introduce small pose errors on each bone. Your weapon is parented to the shoulder and thus the error of the shoulder bone causes the weapon to get slightly differently orientated. Thus the weapon handles are not in the same place anymore thus also the hands seem misaligned.

For this situation, the humanoid animation system has a built-in IK mode that will correct position error of the hands by applying an IK pass (please see blog post linked below). I think if you would parent your gun to the right hand instead of the shoulder, you would get much better results.

It's really important to understand what humanoid does under the hood when working with it as it can introduce lots of problems like these: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Humanoid only has benefits when you want to share the same animation with various characters. In all the other cases it introduces more harm than good (more CPU consumption, less flexibility, visible errors in the animation). I think in your case it might be the easiest solution to just switch to generic (instead of humanoid). That would mean that you get always precisely the animation that you created without any re-targeting errors. If you use mocap animations (for walking etc.) on your character you need to convert them to generic too.

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

Best regards,
Peter

Imported Animation Eye Problem - Baked Root Trasform Rotation / position etch

Anonymous 5 years ago updated by Peter - Soxware Developer 5 years ago 4

Hello,

I'm using Umotion probably more than a year.

I'm collection various poses and animations processing with umotion and use them for reference then use in my game.

Anyway after 19 update I'm starting face with eyes problem. in most time just one eye how ever time to time I found two eyes (in female characters of Daz) rotation was skewed. I have to correcy by hand.

I believe it was about baked Root Transform Rotation

Under review

Oculus Hands In U Motion

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

I wanted to ask if you can use Oculus hands in Umotion. Because I imported them and a cube appeared to me, not a normal hand. Maybe there is a solution to this problem

Image 7

Answered

Multiple Instances of Umotion

Anonymous 5 years ago updated 5 years ago 4

Hello,

As I say I'm working on a VN project, I had lots of human interactions. When I create scenes I have to jump between files and  characters, 

If multiple instances are wailable it will be perfect for me. (yes I know there where Animation sync support but it was not use for me)

I have to quick switch between animations and characters to update minor details, Like hand shaking, hugging and or other kind of human to human iteraction.

My best Regards

Answer

Hi,

thank you very much for posting your idea. I really appreciate that.

Multiple simultaneous UMotion instances is rather complicated to do implementation wise. I completely agree that it would be really useful and I already have that on my "ideas for the future" list, but I currently can't promise if and when such a feature is going to be implemented.

Best regards,
Peter