
Having trouble "grabbing" bones in pose editor
Hello,
Having an annoying issue. Creating animations with a model in UMotion usually works well, but lately I find after several bone manipulations, I can no longer "Grab" or select the bones by clicking them like usual. I use stick mode, but switching does not fix the issue.
At first I figured it might have something to do with the focus of the camera, zooming in with the mouse wheel or something like that but compensations for this did not fix the issue.
My current fix is not one I can work with -- Im currently exiting unity and restarting it in order to be able to grab the bones again. This usually last me about 25 or so clicks before it cant find the bones again. I tried focusing on a bone ( I can select them in the clip editor, but that's no way to live ) and hitting the "Focus camera" option in the pose editor but it does nothing.
How do I get it so I can consistently click the bones and grab them? ( Note I already made some longer animations with the same model but it just randomly started happening )

Ok so I believe I've isolated the asset in question. Following the steps you provided, I got to the point where clicks stopped registering and started stripping the assets out and testing to see if the issue persist. I finally got to an asset called "Ultimate Billboard" a cheap billboard solution. After deleting it ( Link here https://assetstore.unity.com/packages/vfx/shaders/ultimate-billboard-multipurpose-billboard-fog-sprite-shader-111709 ) the latest version 1.0
My version of Unity is 2019.1.11f1
Anyway after deleting it Umotion worked normally. Weird because I hadn't used the billboards yet, I had just planned to and had the asset sitting there up until this point having made a few animations. Anyway, glad that's settled, thanks for the support!

Required human bone "Hips" not found
No work, F***.. If you do not support humanoid so wrote at least... When you try to add a humanoid object.

Thanks for sending me the files. It works perfectly fine here, when the character is correctly configured as humanoid:
Try to import your character again into Unity, select the man.fbx and set Animation type to "Humanoid" then click on apply. This ensures that your character is configured correctly. Then drag&drop man.fbx into your scene and apply it to the UMotion Pose Editor.
Please let me know if you have any follow-up questions.
Best regards,
Peter

Character bone eye shaking.
I really don't know, is that problem of Umotion or Character, but the eyes of Santa is shaking randomly while move head.
Unity2019.2.4f1 HDRP 6.9.1

Hi Vilaskis,
I just noticed that there is indeed a bit of shaking happening on my PC (much less though). This is because your character is already very far away from the center. What you see is the precision limit of floating point values. Move your character to the center and your shaking should go away. HDRP might amplify this effect.
Best regards,
Peter

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

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

Crashing on game object mode.
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.

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

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

Broken - Constant Tangent Curves / Stepped Tangents
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?

Animation not play in same location in play mode
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

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

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

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

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
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