Answered

Eye_Blink (Missing)

Anonymous 1 year ago updated by Peter - Soxware Developer 1 year ago 1

Hello Peter,

I work with characters from Character Creator 3. In CC3 the character also has bones for e.g. the breasts. After the export to Unity, then UMotionPro, these bones are no longer present? How can I prevent this?

Furthermore, when I export a created animation in UMotionPro, to Unity, I can view it in Animation and all is well. But if I still click on the character, all the head components are declared missing. e.g. eyes are no longer closed! What do I have to do to make it work correctly?

Thanks in advance.


UMotion Version:
1.29p02
Unity Version:
2020.3.28f1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

After the export to Unity, then UMotionPro, these bones are no longer present? How can I prevent this?

You've probably configured your character as "humanoid". Humanoid by default only supports the following bones:

https://docs.unity3d.com/ScriptReference/HumanBodyBones.html


More information about humanoid: https://blog.unity.com/engine-platform/mecanim-humanoids

So to solve your issues, you should either configure your character as "generic" (in the rig tab of the inspector window when you have your character's fbx file selected).

OR you can enable generic bones in a humanoid UMotion project by going into config mode, selecting the hidden bones and click on "visibility" - "show". But this more or less destroys the only real benefit of using humanoid (over generic), namely animation re-targeting won't work anymore, so you're often better of choosing generic in the first place and avoid all the problems people usually have when using humanoid.

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.

After the export to Unity, then UMotionPro, these bones are no longer present? How can I prevent this?

You've probably configured your character as "humanoid". Humanoid by default only supports the following bones:

https://docs.unity3d.com/ScriptReference/HumanBodyBones.html


More information about humanoid: https://blog.unity.com/engine-platform/mecanim-humanoids

So to solve your issues, you should either configure your character as "generic" (in the rig tab of the inspector window when you have your character's fbx file selected).

OR you can enable generic bones in a humanoid UMotion project by going into config mode, selecting the hidden bones and click on "visibility" - "show". But this more or less destroys the only real benefit of using humanoid (over generic), namely animation re-targeting won't work anymore, so you're often better of choosing generic in the first place and avoid all the problems people usually have when using humanoid.

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

Best regards,
Peter