Answered

Finger assistant window for generic animation?

urbanopsfps 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Hi,

I'm creating a first-person weapon animation, I like the finger tool assistant window that appears when you are working with a Humanoid rig in UMotion but I haven't found how to open/use this tool when working in a generic rig (only first-person arms)
if this possible at the moment? if not, do you have planned add support for it in a future update?

Regards.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,

thank you very much for your support request.

Generic really can be anything (from a character to a solid object). So a finger assistant isn't really possible as the animated 3D model might not even have fingers. UMotion furthermore does not have any information if fingers are present, what bones represent the fingers and in which direction they should bend etc.

But there is another feature that's of great help when animating fingers: Bending multiple bones at once.

  1. Hold shift and select the first finger bone in the hierarchy. Holding shift automatically selects every child bone --> all finger bones should now be selected.
  2. Then use the rotation tool (in local mode) to bend the finger. The rotation is automatically equally distributed across all selected bones making the finger curl smoothly.

Even for humanoid (where the finger assistant is present), I usually prefer using the above method as this methods provides greater artistic control. This technique is also super useful when animating tails or spines.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

GOOD, I'M SATISFIED
Satisfaction mark by urbanopsfps 3 years ago
Answer
Answered

Hi,

thank you very much for your support request.

Generic really can be anything (from a character to a solid object). So a finger assistant isn't really possible as the animated 3D model might not even have fingers. UMotion furthermore does not have any information if fingers are present, what bones represent the fingers and in which direction they should bend etc.

But there is another feature that's of great help when animating fingers: Bending multiple bones at once.

  1. Hold shift and select the first finger bone in the hierarchy. Holding shift automatically selects every child bone --> all finger bones should now be selected.
  2. Then use the rotation tool (in local mode) to bend the finger. The rotation is automatically equally distributed across all selected bones making the finger curl smoothly.

Even for humanoid (where the finger assistant is present), I usually prefer using the above method as this methods provides greater artistic control. This technique is also super useful when animating tails or spines.

Please let me know in case you have any follow-up questions.

Best regards,
Peter