Answered

Animation Rigging integration

nehvaleem 11 months ago updated by Peter - Soxware Developer 11 months ago 1

Hi! 
First of all, thanks for your amazing work! I really love UMotion.

I've got a question - is it possible to sync/trigger the Animation Rigging while working in the editor? I have a character with a humanoid rig that has additional exoskeleton arms that are being driven by the Animation Rigging package. It would be awesome if I could preview the combined output while animating in UMotion. I've seen somewhere that something similar was possible for FinalIK, but haven't found anything related to Animation Rigging itself.

UMotion Version:
1.27
Unity Version:
2020.3.21f1

Answer

Answer
Answered

Hi,

thank you very much for your support request.

Unfortunately there is currently no official support for animation rigging yet. But I think it might be possible to manually trigger the evaluation of the animation rigging using UMotion's callback system.

Write a script that implements a UMotion callback (as described in the link above). This callback method is then called every time UMotion updates the pose of your character. After that, trigger the re-evaluation of the animation rigging. You might have to do a bit of an internet search on how to exactly do that.

I hope this helps. Please let me know if you're able to get this working.


Best regards,
Peter

Answer
Answered

Hi,

thank you very much for your support request.

Unfortunately there is currently no official support for animation rigging yet. But I think it might be possible to manually trigger the evaluation of the animation rigging using UMotion's callback system.

Write a script that implements a UMotion callback (as described in the link above). This callback method is then called every time UMotion updates the pose of your character. After that, trigger the re-evaluation of the animation rigging. You might have to do a bit of an internet search on how to exactly do that.

I hope this helps. Please let me know if you're able to get this working.


Best regards,
Peter