Answered

change speed of animation

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

Answered

Animation asset gallery manager.

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

Hello. I'm using Umotion more than a year and using Pro from may.

I'm working a VN, which has Animation stilss (2 frame animations, lots of it).

And I'm creating two or more people interactions. So I have to look my pose assets and find a good one.

Sure Unity gives an opiton. And it does not support current character and it alwas stay his camera view in preview.

Add on for umotion and or seperate project will be better for catalogging pose files will helpful.

Answer

Hi,
thank you very much for sharing your idea. That means a lot to me.


I've added your idea to my internal "ideas for the future" list.


Best regards,
Peter

Under review

Crash On script Update

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

Hello, I found interesting crash situation.

I'm using rider for c# editing. Follwing scenario will crash umotion.

Go umotion, try to import animation and or open a u motion dialogue box left it open, go script edit. change script update.

Umotion will crash.

Not big deal

Not a bug

Animation is seen in animation window of Unity but not playing in game

Fatih Barut 6 years ago updated 6 years ago 1

Hi,

Animation is seen in animation window of Unity and preview window of Unity, but not playing in game, what can be wrong with it?

Answer
Fatih Barut 6 years ago

Sorry it was code error stopping animator.

Answered

How to inverse a pose?

Anonymous 6 years ago updated 3 years ago 10

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?

Answer

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

Not reproducible

Huge delay when pressing play button if a UMotion project is loaded in Clip Editor

toddw 6 years ago updated 6 years ago 4

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