Answered

Humanoid binding warnings

Anonymous 1 year ago updated 1 year ago 2

Hello! I get this error below

Image 1295

But my clip is exported as Humanoid, everything is set as Humanoid, also the type in clip settings says Humanoid. The Character i place this on is also a Humanoid character..

Is something going wrong with exporting?

UMotion Version:
Latest
Unity Version:
2022.2.11

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Please check the following:


1) Check your character setup:

  • Select the *.fbx file of your character, open the "Rig" tab in the Inspector window. There must be no errors displayed in this window. 
  • Then click on "Configure..." and make sure that all bones are displayed in green.

2) Check your UMotion setup:

  • Create a fresh UMotion project of type humanoid.
  • Create an instance of your character's *.FBX file in your scene and assign it to the UMotion pose editor.
  • Create keyframes for all bones on frame 0 and e.g. frame 60.
  • Export the animation.
  • Click on "Clear" in the Pose Editor to release the character.
  • Drag and drop the exported animation clip onto your character (in the hierarchy window).
  • The animation should play without any warnings.

Please note that modify the character avatar settings (those mentioned in (1)) can invalidate your existing UMotion project and can cause such errors like the one you mentioned. If you alter the settings, always create a fresh UMotion project afterwards (you can then use "Import Clips" to import the entire old UMotion project into the new project file to preserve your animation clips).

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

Best regards,
Peter

Answer
Answered

Hi,
thank you very much for your support request.

Please check the following:


1) Check your character setup:

  • Select the *.fbx file of your character, open the "Rig" tab in the Inspector window. There must be no errors displayed in this window. 
  • Then click on "Configure..." and make sure that all bones are displayed in green.

2) Check your UMotion setup:

  • Create a fresh UMotion project of type humanoid.
  • Create an instance of your character's *.FBX file in your scene and assign it to the UMotion pose editor.
  • Create keyframes for all bones on frame 0 and e.g. frame 60.
  • Export the animation.
  • Click on "Clear" in the Pose Editor to release the character.
  • Drag and drop the exported animation clip onto your character (in the hierarchy window).
  • The animation should play without any warnings.

Please note that modify the character avatar settings (those mentioned in (1)) can invalidate your existing UMotion project and can cause such errors like the one you mentioned. If you alter the settings, always create a fresh UMotion project afterwards (you can then use "Import Clips" to import the entire old UMotion project into the new project file to preserve your animation clips).

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

Best regards,
Peter

Well, the file i use is the character rig from the Unity Third Person Starter Assets