
How can I export only Additive layer?
I have one animation its Idle, but I want to make a little different change about leg position but in Additive layer.
I Imported my animation track to UMotion Pro and I created additive layer I fixed my leg positions but now how can I export only this additive keyframes? I mean in my animation controller still have same animation but I will add Additive layer and drag this exported animation.

Hi,
thank you very much for your support request.
UMotion cannot export only the additive layer of an animation. You need to export the whole corrected animation clip. Just replace your old animation in your animation controller with the corrected one. If you want to keep both, add both to your animator controller and blend between them (you can do this either via transitions or via an override layer).
Please let me know in case you have any follow-up questions.
Best regards,
Peter

How do I copy/paste keyframes between different bones?
Hi! Some changes on the bones hierarchy of the model I'm animating
were made after I already done some animations, and now when I open the
UMotion project the animation is obviously broken with a lot of
yellow/missing animated properties.
So I have a few questions:
-
Is it possible to copy/paste the keyframes from the already animated
properties from the old bone hierarchy (that are all now missing links
in the animation) to the new bones so that I don't need to reanimate it
all?
- Is it possible to get rid of the missing properties (like it
is done in Unity's animation window by right clicking the property and
selecting to remove it)?
Thanks in advance,
Diego

Hi,
thank you very much for your support request.
"- Is it possible to copy/paste the keyframes from the already animated properties from the old bone hierarchy (that are all now missing links in the animation) to the new bones so that I don't need to reanimate it all?"
Currently this feature is not implemented, but I'm working on it. The reason why this feature isn't implemented yet, is because most of the time you can't simply copy keys from one bone to another as the local position/rotation usually don't translate well to the other bone (due to different initial position/rotation).
Are you working on a project of type "generic"? In that case you could workaround that this is currently not supported by exporting the animation, then copy&paste the keys in Unity's Animation Window and re-import the animation into your UMotion project.
"- Is it possible to get rid of the missing properties (like it is done in Unity's animation window by right clicking the property and selecting to remove it)?"
Yes. Switch into Config Mode and click on the "Cleanup" button. This will remove all missing transforms from the project.
Best regards,
Peter

Moving hips and pinned IK Transform moves hips only.
If I select one or multiple pinned IK transforms + hips and then move them with the movement widget or movement tool, only hips will move, while all of the selected transforms should move.
It's inconvenient, since very often it's desirable to move both hips and a pinned IK, so that you don't have to unpin it needlessly. Same effect can be achieved by moving first the hips and then the transforms by the same amount, but it's not ideal.

This suggestion is implemented in UMotion V1.20. Thank you very much for reporting.
Best regards,
Peter

Unpinning an IK bone makes the transform box disappear.
Here is the animation in a frame with the left leg pinned:
Here is the animation in the next frame, where the left leg has been unpinned:
As you can see, the box with the movement transform has disappeared and you can't select it anymore. The Move Tool still works, but it's definitely not ideal. Both frames here were created automatically by unchecking the IK Pinned box in the channels section.

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

Retarget Animation
Hello, i have community version, when i m create a clip, put it on animator, all work perfect, then use the same anmation on other humanoid character, it didnt working , both character have humanoid rig, but different avatars, can i retarget animation on another humanoid character?

Hi,
thank you very much for your support request.
If your UMotion project is of type humanoid and you export your animation to *.anim, your animation is a valid humanoid animation that should re-target in a correct way. (Hint for UMotion Pro: If you export to *.fbx, make sure to configure the *.fbx as humanoid in the Unity import settings.)
If re-targeting is not working correctly, than this is most likely an issue of the humanoid avatar setup of the characters. Check if both avatars are setup correctly (all bones in the avatar editor are green and the character is in T-Pose).
When you select the exported *.anim file (in the Unity Project Window) use the animation preview window in the Inspector to see if the animation previews correctly on the Unity default humanoid character. If it does, than the animation is correct (indicating that it's a setup issue of the second character). If it doesn't preview correctly, check the avatar setup of the character the animation has been created for and once the setup is corrected, re-export the animation from UMotion.
If all of this doesn't help, please describe in more detail how the re-targeting errors are looking like (maybe provide some screenshots or a video).
Best regards,
Peter

Can not change Weapon parent - option is grayed out.
I can't seem to assign any parents to a transform with a Child Of constraint. Here's my rig:
Here's the configuration:
And here is the result:
No matter what I do, I can't seem to select any transform as a parent and I can't find anything in the manual on this. What am I doing wrong?

Hi,
thank you very much for your support request.
Changing the parent of a child-Of constraint is not supported within an additive layer. Please switch back to the Base Layer and change the parenting there.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Any tips for reversing a clip
Hi, I have a clip that's used to transition a humanoid character from an idle state into an action and I'm looking for a convenient way to reverse the clip so that I can also use the clip to transition back to the idle state. I have a number of similar kinds of animations which I want to do the same with.
Currently Unity doesn't have a way to play clips in reverse via Timelines (for example ref: https://forum.unity.com/threads/reverse-the-timeline-animation.673156/) and I also can't find a feature in UMotion Pro to do this.
I know that I can do this in Blender and so I was hoping to export an .fbx, import into Blender and then re-export. The problem with this seems to be though that the .fbx doesn't import with an rig/armature, it just seems like a collection of animated Empty objects for each bone in the rig. Although I can mirror the animation in Blender it doesn't seem possible to save the result in a way that I could re-import back into Unity / UMotion Pro.
It would be great to either get some help being able to export fbx files that can be modified for re-import or maybe some trick for being able to reverse an animation within UMotion Pro somehow?
Thanks for any help.

Hi,
thank you very much for your support request.
To reverse an animation in UMotion there are two ways:
- Select all keys in the Dopesheet (CTRL + A) and click on Edit --> Reverse.
- The blue bar that appears next to the current selected keys in the Dopesheet window can not only be used to scale the animation, but also to reverse it (if you drag the blue bar pass the opposite blue bar you apply a negative scaling --> reflecting).
To export your animation to *.fbx with your character's mesh, you need to use the "Update Existing File" write mode:
That way you can export the animation to the *.fbx of your character (or a duplication of it). For more information, click on the "?" button in the UI. Exporting in write mode "Export As New File" is always going to just include the "naked" armature.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Pose Editor is disabled
Hello, i have some issues with Community version.
I am unable to both of Pose and Clip editor which seems appearing as disabled :
I am unable to drag&drop any of GameObjects to (or select from) Pose editor.
I have updated to las version of Unity => 2019.2.5f1 but I firstly started on 2019.2.3f1

Hi,
thank you very much for your support request.
In order to being able to drag a character to the Pose Editor, a UMotion project file needs to be opened first. You can either create a new UMotion project or load an existing one. You can do this via the "File" menu in the Clip Editor.
Check out the quick start tutorial for further information:
Please let me know if you have any follow-up questions.
Best regards,
Peter

Animate by blending between keyframes
Hi, i've been trying to mimic overgrowth's approach to animations in unity (you can find the explanation here) and i was wondering if uMotion could help me in achieving that.
In short what this method involves is having very few keyframes and interpolating between them using curves, which is perfect for prototyping. For example a walk loop can be done with only 2 frames.
At first i got this done by splitting keyframes into animations (thus animations with only 1 frame), putting them in a blend tree and switching between them using a script. This however has a few issues: the mecanim graph becomes exceedingly complex over time, i need a script to handle the animations and animation speed is ignored (as the script sets in which point of the animation i'm at every frame).
Using transitions isn't a good solution either since it only provides linear interpolation.
So the only solutions i'm left with are baking keyframes into an animation and dealing with the playables API.
The former method would be handier as it'd allow for quicker development by letting the animator see the changes very quickly when making changes, plus having the final output be contained in an animation file means it's possible to make it work with mecanim as well.
The issue is that each property has its own curve, both in uMotion and in unity's own animator window, meaning that in order to do an "ease in" curve (as an example) i'd need to change the right tangent of every property for the specified node, which for a humanoid character can easily mean changing 50+ curves, while more complex curves would be essentially impossible.
As for using playables, clips do support ease in and ease out curves which can be used alongside single frame animations to get the desired result, but i'm still clueless as to how that would work when putting everything together (such as using them in blend trees for example) and i've yet to see examples of characters controlled via playables that don't involve janky scripts.
The ideal solution would be to have a single interpolation curve within uMotion itself. In a new or imported animation it'd just be a line going from 0 (start of the animation) to 1(end of the animation). It might be better/worse to have a curve for each keyframe.
Or alternatively a "speed" curve that in a new or imported animation would sit at a value of 1, allowing for a very similar effect but in a way that is probably easier to execute (as it'd be a matter of changing how long each frame lasts based on the curve).
In both these cases it'd be possible to quickly create more natural animations (for example making a decent looking jump animation becomes trivial with this approach) while possibly leading to a fully finished animation (overgrowth's character animator uses less than 20 keyframes!) just by refining it.
Is this already possible with uMotion in some way?
If not, would you consider adding this feature? And do you know how i could tackle this animation approach (either through playables or with other software that has the feature i'm looking for)?
Thank you in advance! :)

Hi,
thank you very much for your support request.
Personally, I would go for a custom script based solution. You could use ScriptableObjects to store structs with the single key frame poses (use one quaternion per bone/transform). Another ScriptableObject could define the blending behavior using a simple AnimationCurve. And then a simple script that applied the poses to the character (iterate through the transforms and apply the blended quaternions). I think that's also the way the overgrowth developer used (if I remember correctly he used his own engine).
You can convert existing *.anim files to your custom ScriptableObject's by getting the animation keys of the *.anim with the appropriate API method: https://docs.unity3d.com/ScriptReference/AnimationUtility.GetCurveBindings.html
If you want to use this to animate a lot of characters at the same time, use the job system / ECS to max out performance.
Best regards,
Peter

Chaining two animations with root motion
I am trying to chain two animations together. In the first the character turns 90 degrees and in the second he walks forward.When I add the second animation onto the first I use an additive layer to rotate the character and position him when the first animation stopped.It should work but the character instead of walking in the new forward direction continues to the side.
It looks like the root motion position is not a local as indicated but rather is the global position.
In fact it is the same problem if I try to rotate a single animation, for example a walk cycle at a 45 degree angle rather than forward.
How can I solve this?Thanks

Hi,
thank you very much for your support request.
The problem that you have here, is that the local rotation doesn't affect the local position of a transform in Unity (due to the order in which they are applied). So when you adjust the hips rotation, it will not affect the hips local position (which drives the root motion). What you would need in order to rotate the root motion of your character is to rotate a parent transform of the hips, but this is not directly supported for humanoid characters within UMotion (as hips don't have a humanoid parent bone).
To offset root motion of humanoid characters, one way is to use the Inspector shown when the *.anim file is selected (see Root Transform Rotation Offset). Add an offset of 90° before you import it into your UMotion project to get the desired effect:
Another way would be that you (temporary) switch to generic. Duplicate your character and change it's rig to generic. Then create a new UMotion project of type generic and import your previous UMotion project of type humanoid. Then you can add a rotation offset to the hips parent transform (using an additive layer) to offset the root motion. Then export the animation to *.FBX (I recommend saving the animation into your humanoid character's *.FBX file, this ensures that the humanoid avatar setup is correct).
For putting several animations in sequence, there are specific animation sequencing programs made for that exact purpose. In the case of Unity it's called "Unity Timeline". This tool allows you to place sever animations after each other, loop animations and blend from one animation to the other. This is more flexible and consumes less memory then creating long sequences as animation clips (as looping within an animation clip would mean that animation keys are duplicated). UMotion Pro has very good support for Unity Timeline.
Please let me know if you have any follow-up questions.
Best regards,
Peter
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