
humanid rig can not move the joint, only rotate, but i want move the joint,
Answer

Hi,
thank you very much for your support request.
Unity's humanoid animation system does not support moving/translation on humanoid bones. Furthermore moving a bone would look as if that person broke its bone (because a movement on a bone means that you move the joint of the bone out of the parents bone, resulting in a really awkward looking deformation).
If you want to move the entire character, you need to select the hips bone.
Best regards,
Peter

Hello, dear developer, I understand what you mean, but what I need to tell you is that in character animation, sometimes adding bone movement can make the character animation look more dynamic, and squeeze and pull Stretching is very important in the twelve rules of animators. It needs to move bones to achieve it. So if possible, I hope you can add this function.

I get your point. Please note that this is not a limitation of UMotion, it's a Unity limitation.
You can only do this if you switch from humanoid to generic.
Best regards,
Peter

Sorry to bother.
I imported an animation FBX as a Humanoid avatar with Translation DOF ticked, and it's animations worked fine with another avatar (named "avatarB") when previewing with Foot IK.
Then I created a UMotion Humanoid project for avatarB, and imported those animations with Humanoid IK enabled, the dialog warned that TDOF curves were discarded and Foot IK curves were found.
How can I fix this problem?

Thanks for reaching out. Unfortunately, TDOF curves are not supported by UMotion as they are rarely used. Foot IK is supported though, if you want to import with Foot IK, you need to enable it in the Clip Import dialog.
Please let me know in case you have any follow-up questions.
Best regards,
Peter

Thanks for your kind reply.
In my case, FootTDOFs are used to make foot positioning consistent when applying Humanoid animations to different avatars with Foot IK ticked. I can do it in Animation window or external softwares so it's not a big deal though.
I missed a "not" in the previous reply: "Foot IK curves were not found". After some experimenting, I came out with the idea that the additional TDOF curves caused UMotion to think there were no IK curves available.

I missed a "not" in the previous reply: "Foot IK curves were not found". After some experimenting, I came out with the idea that the additional TDOF curves caused UMotion to think there were no IK curves available.
If you look at said animation clip using Unity's animation window, do you see the Foot IK curves? You could try to delete the TDOF curves with Unity's animation window to verify if that's the reason UMotion isn't finding the foot IK curves.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
Unity's humanoid animation system does not support moving/translation on humanoid bones. Furthermore moving a bone would look as if that person broke its bone (because a movement on a bone means that you move the joint of the bone out of the parents bone, resulting in a really awkward looking deformation).
If you want to move the entire character, you need to select the hips bone.
Best regards,
Peter