Answered

Export blend shape animation to *.FBX

Anonymous 6 years ago updated by Peter - Soxware Developer 6 years ago 1

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

Answer

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

    Answered

    Access Hand Muscle Sliders in Script for External Tool

    Rave-TZ 6 years ago updated 8 months ago 9

    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!

    Answer

    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

    Answered

    Add key to animation layer weight

    3437 6 years ago updated by Peter - Soxware Developer 6 years ago 1

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

    Answer

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

    Best regards,
    Peter

    Answered

    Error in assembly

    hugo veryzer 6 years ago updated by Manu 6 years ago 4

    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.

    Answer

    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

    Answered

    Animation is offset from Root Transform

    Anonymous 6 years ago updated 6 years ago 2

    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?

    Answer

    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

    Not a bug

    UMotionPro with Unity2019.3b4 rotation transfrom not allow you to select other bones.

    Vilaskis Shalashev 6 years ago updated 3 years ago 4

    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.

    Not a bug

    Unnecessary RootMotion is added

    Anonymous 6 years ago updated 6 years ago 2

    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.

    Answer

    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

    Answered

    Bones for eyes

    Anonymous 6 years ago updated by Peter - Soxware Developer 6 years ago 1

    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

    Answer

    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

    Fixed

    Hanging up when open clip editor

    Anonymous 6 years ago updated by Peter - Soxware Developer 6 years ago 7

    Hi,


    In my project, UMotion doesn't work.

    1. Choose Window -> UMotion Editor -> Clip Editor.

    2. Black window is opened and no response.

    Image 67

    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

    Answer

    Fixed in UMotion V1.20p03. Thanks for reporting.

    Best regards,
    Peter

    Answered

    Fatal error in GC

    Crispy 6 years ago updated by Peter - Soxware Developer 6 years ago 3

    Image 65

    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.