first of all, thank you very much for developing this awesome tool. I greatly enjoy working with it and have tons of fun slowly discovering everything about animation.
Unfortunately, I'm running into a discrepancy between animations shown in UMotion and the exported animation, both as an .anim and as an fbx.
You can see the difference in the following screenshot, showing both the fbx in UMotion and the animation preview of a duplicate:
I've exported the fbx as a unitypackage, along with the corresponding UMotion project file, in case you want to have a look:
I've tried playing with the animation import settings, but so far no configuration seemed to fix the issue. My suspicion is that the culprit is most likely found in some interaction between IK and the root of the object being rotated, but I haven't been able to pinpoint it, so far. Then again, I might also be on the wrong track and the issue is rooted in something else entirely.
As an added note, the FBX used here is the result of a VRM object being exported to FBX and consecutively rigged as a humanoid. I've considered whether this might play into it, but since the discrepancy also exists between the FBX in UMotion and the exported FBX with the animation, I'd imagine that it's likely not to be the cause.
In any case, I'd be incredibly helpful if you had any pointers.
If you need more information or the like, I'd be more than happy to provide.
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