Answered

How do I copy/paste keyframes between different bones?

Diego Sato 5 years ago updated 5 years ago 2

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

UMotion Version:
1.18
Unity Version:
2019.2.5f1

Answer

Answer
Answered

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

Answer
Answered

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