Some bugs adding start keys in new layers
UMotion editor periodically works buggy.
For example, rotating hand IK handle I don't see any changes in IK structure. Creating new layer and doing the same solves this, until next time.
But the most annoying bug which doesn't allow me to do anything I wished to is start keys adding problem for both override and additive layers.
So, what actually happens - before modifying the animation I need to set 1st key for each bone, what is pretty obvious. However I can't do so using "Add keys to all properties" option, because in set me some defaul bones position and rotations
https://monosnap.com/file/2x3pzyx6yxemwIR1mwf4gRSHTI5QVW
Doing same on override layer breaks everything compeltely
https://monosnap.com/file/vl8r86Z5MdUuWnxQBagq2a05ezZ43g
Can't use the editor as expected to
Answer
Hi,
thank you very much for your support request and I'm sorry that you're having a hard time using UMotion. I'm here to help.
For example, rotating hand IK handle I don't see any changes in IK structure
Depending on how you've setup your IK, the IK handle's rotation is either rotating the last bone of the IK chain (e.g. the hand) or is simply ignored.
In order to rotate the entire IK chain, you need to move the pole handle (the wire sphere). The direction from the IK axis to the pole handle defines the rotation of the IK chain.
More information on IK:
Or have you meant something else?
But the most annoying bug which doesn't allow me to do anything I wished to is start keys adding problem for both override and additive layers.
The "add key" context menu in the clip editor isn't considering the current pose of your character. It's functionality just looks at the curve data of a specific property. If there are no keys in the curve yet, it will add some default values (corresponding to the reference pose) and if the property already has a curve, this context menu creates a key corresponding to the actual value of that curve at said frame.
I'm sorry for the confusion.
The correct workflow for what you intended to to is to use the pose editor instead. The pose editor has all the information about the 3D pose of your character and is capable to correctly create keys corresponding to that:
Either select all bones (CTRL + A while having the input focus in the scene view window) or select only a desired bone and then hit the [S] shortcut key (shortcut for clicking the "Key Selected" button in the pose editor window).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
What I understood from my tests that IK works well only in Override layers.
Setting the base pose also worked for me, thanks.
One more question here - I have blendshapes in my model. Just after creating the project and adding the character to configure it I was asked - do I wish to add blendshapes keys or not. I added, and realised that even not changing these keys values, any created animation placed in Animator Controller (to any layer, and even if never become active) overrides my blendshape parameters I control by a script. I am not sure, is it Animator bug or expected behaviour (sounds weirtd actually for inactive animation in the controller) but seems I need to remove blendshapes keys.
Question is - can I remove previosuly added blendshapes keys or I need to create new project again? OR maybe there is an option to "mute" these keys?
Blend shapes are added as a custom property constraint to your UMotion project.
You can either completely remove them from your project via config mode (select the bone/transform the blend shape's custom property constraints have been added to, then open the constraints tab and delete the custom property constraints).
Or make sure to not have any keys for your blend shape properties in the dope sheet of your specific animation (select the keys and hit the delete key to remove them). When a "generic" property has no keys, it's not included in the exported animation.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request and I'm sorry that you're having a hard time using UMotion. I'm here to help.
Depending on how you've setup your IK, the IK handle's rotation is either rotating the last bone of the IK chain (e.g. the hand) or is simply ignored.
In order to rotate the entire IK chain, you need to move the pole handle (the wire sphere). The direction from the IK axis to the pole handle defines the rotation of the IK chain.
More information on IK:
Or have you meant something else?
The "add key" context menu in the clip editor isn't considering the current pose of your character. It's functionality just looks at the curve data of a specific property. If there are no keys in the curve yet, it will add some default values (corresponding to the reference pose) and if the property already has a curve, this context menu creates a key corresponding to the actual value of that curve at said frame.
I'm sorry for the confusion.
The correct workflow for what you intended to to is to use the pose editor instead. The pose editor has all the information about the 3D pose of your character and is capable to correctly create keys corresponding to that:
Either select all bones (CTRL + A while having the input focus in the scene view window) or select only a desired bone and then hit the [S] shortcut key (shortcut for clicking the "Key Selected" button in the pose editor window).
Please let me know in case you have any follow-up questions.
Best regards,
Peter