Answered

How could I make the same adjustment/rotation for every keyframe?

r4umotion 2 months ago updated 1 month ago 3

Hey everyone. I'm attempting to use UMotion to fix some character 8-directional strafing animations. So, for example, I have a "walk forward" animation, that I want to turn into a "walk forward-left" animation or "walk 45 degrees left." So, I used Unity's built in animation settings in the inspector to rotate the entire animation 45 degrees to the left. Then, in UMotion, I'm trying to rotate only the torso and everything upwards 45 degrees back to the right. I can do this with the Muscle group sliders, but only for one keyframe at a time. Or, select one of the torso bones, and rotate it... but again, only one keyframe at a time. Because the muscle group slider is only a drag slider (not on the number precise) I can't copy and paste from one keyframe to the next. Does this make sense, what I'm attempting to do? And does anyone know a good work around for this? 

PS: I think this type of thing (creating a 45 degree, walk left-forward, animation from a basic walk forward animation, would make a very useful video tutorial for other users.)

UMotion Version:
(How do I find what version I currently have installed in an older project?)
Unity Version:
2022.3.33f1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

What you are looking for is called an additive animation layer. Simply create a new additive layer, and on frame 0 key the desired changes. These changes are then applied for the rest of the animation (or until you create a new additive key).

Here is a related video tutorial to how additive animation layers work: https://www.soxware.com/umotion-manual/InPractice2.html


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


Best regards,
Peter

GOOD, I'M SATISFIED

I got the answer I was looking for :)

Satisfaction mark by r4umotion 1 month ago

Oh, and by the way, I'm using a root motion animation. Which means that for every keyframe, every torso bone is slightly moving. So... if I rotate the torso bone in the very first keyframe, and simply copy that exact XYZ axes for every keyframe, it turns out very odd... It would be better if I could use the same percentage of alteration from the muscle groups slider for every keyframe. (Maybe this would be a useful addition to a future update of UMotion?) Also, FYI, I'm using UMotion Pro (Paid version), not the free version..

Answer
Answered

Hi,
thank you very much for your support request.

What you are looking for is called an additive animation layer. Simply create a new additive layer, and on frame 0 key the desired changes. These changes are then applied for the rest of the animation (or until you create a new additive key).

Here is a related video tutorial to how additive animation layers work: https://www.soxware.com/umotion-manual/InPractice2.html


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


Best regards,
Peter

Thanks! This is just what I was looking for. The fixes work great!