 
How do I copy/paste keyframes between different bones?
Hi! Some changes on the bones hierarchy of the model I'm animating 
were made after I already done some animations, and now when I open the 
UMotion project the animation is obviously broken with a lot of 
yellow/missing animated properties.
So I have a few questions:
-
 Is it possible to copy/paste the keyframes from the already animated 
properties from the old bone hierarchy (that are all now missing links 
in the animation) to the new bones so that I don't need to reanimate it 
all?
- Is it possible to get rid of the missing properties (like it 
is done in Unity's animation window by right clicking the property and 
selecting to remove it)?
Thanks in advance,
Diego
Answer
 
Hi,
thank you very much for your support request.
"- Is it possible to copy/paste the keyframes from the already animated properties from the old bone hierarchy (that are all now missing links in the animation) to the new bones so that I don't need to reanimate it all?"
Currently this feature is not implemented, but I'm working on it. The reason why this feature isn't implemented yet, is because most of the time you can't simply copy keys from one bone to another as the local position/rotation usually don't translate well to the other bone (due to different initial position/rotation).
Are you working on a project of type "generic"? In that case you could workaround that this is currently not supported by exporting the animation, then copy&paste the keys in Unity's Animation Window and re-import the animation into your UMotion project.
"- Is it possible to get rid of the missing properties (like it is done in Unity's animation window by right clicking the property and selecting to remove it)?"
Yes. Switch into Config Mode and click on the "Cleanup" button. This will remove all missing transforms from the project.
Best regards,
Peter
 
Thank you very much for the answer, Peter. Will try fixing using the importing clip into UMotion method. 
Have a nice one!
Diego
 
please add this. I have to sync an IK transform into the umotion IK hands for 400 frames, copying rotation and position
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Hi,
thank you very much for your support request.
"- Is it possible to copy/paste the keyframes from the already animated properties from the old bone hierarchy (that are all now missing links in the animation) to the new bones so that I don't need to reanimate it all?"
Currently this feature is not implemented, but I'm working on it. The reason why this feature isn't implemented yet, is because most of the time you can't simply copy keys from one bone to another as the local position/rotation usually don't translate well to the other bone (due to different initial position/rotation).
Are you working on a project of type "generic"? In that case you could workaround that this is currently not supported by exporting the animation, then copy&paste the keys in Unity's Animation Window and re-import the animation into your UMotion project.
"- Is it possible to get rid of the missing properties (like it is done in Unity's animation window by right clicking the property and selecting to remove it)?"
Yes. Switch into Config Mode and click on the "Cleanup" button. This will remove all missing transforms from the project.
Best regards,
Peter