Answered

Hips, Sitting and standing.

Anonymous 11 months ago updated by Peter - Soxware Developer 11 months ago 2

When I try to set up the IK for Hips, my rig gets all messed up. Also when I try to do an adaptive layers, I cant check IK pinned for the feet.. Using an override layer and IK pinned for the feet, jacks the pose up and locks the feet to a different position. How can I set IK up for the hips so i can move the hips (Pelvis) bone up and down, rotate left and right and it moves accordantly. For example, if I move the hips down, it should bend the player at the knees. 


Please do not refer my to one of the outdated videos, Iv watched them all and they are terrible for a paid asset. please explain how to get what I am asking. Iv also search the questions here on the site, nothing with what im looking for.  

UMotion Version:
1.29p02
Unity Version:
2021.3.25

Answer

Answer
Answered

Hi,
thank you very much for your support request.


When I try to set up the IK for Hips, my rig gets all messed up

You do not need to setup IK for the hips for what you are trying to do. Here is how to achieve what you are trying to do:

  1. Create a UMotion project file of type humanoid or generic depending on what your character is configured as
  2. Assign your character to the UMotion Pose editor by dragging and dropping it from the Unity's hierarchy window to the according field in the UMotion Pose Editor
  3. Confirm the appearing dialogs
  4. Select "Config Mode" in the Pose Editor
  5. Click on "IK Setup Wizard"
  6. Confirm the orientation of the character by clicking OK
  7. If your character is humanoid, simply click "OK". All fields are correctly pre-filled. If you are using generic, you need to assign the correct bones for the missing fields under "human IK" (and then click OK).
  8. Click on "Pose Mode"
  9. Now select the IK handles of your feet and enable "IK Pinning" in the "Channels" view of the pose editor. Then also make sure to set "FK/IK Blend" to one (= IK). If you now select the hips and move them, feet stay at there position and knees are bent accordingly.
Please do not refer my to one of the outdated videos

All videos are up to date. You can find a great overview of all available video tutorials in the UMotion manual: https://www.soxware.com/umotion-manual/VideoTutorials.html

so when I try to do an adaptive layers, I cant check IK pinned for the feet

An additive layer means you use an existing animation in the base layer and add an offset on top of it (i.e. a mathematical addition). E.g. if a bone in the base layer has an angle of 10° and you create an offset of 5° in the additive layer, the end result is 15°.

It's mathematically not possible to "accumulate" IK Pinning.

Instead, simply enable IK Pinning in the base layer.


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


Best regards,
Peter

Adaptive layers is meant to say Additive layers 

Answer
Answered

Hi,
thank you very much for your support request.


When I try to set up the IK for Hips, my rig gets all messed up

You do not need to setup IK for the hips for what you are trying to do. Here is how to achieve what you are trying to do:

  1. Create a UMotion project file of type humanoid or generic depending on what your character is configured as
  2. Assign your character to the UMotion Pose editor by dragging and dropping it from the Unity's hierarchy window to the according field in the UMotion Pose Editor
  3. Confirm the appearing dialogs
  4. Select "Config Mode" in the Pose Editor
  5. Click on "IK Setup Wizard"
  6. Confirm the orientation of the character by clicking OK
  7. If your character is humanoid, simply click "OK". All fields are correctly pre-filled. If you are using generic, you need to assign the correct bones for the missing fields under "human IK" (and then click OK).
  8. Click on "Pose Mode"
  9. Now select the IK handles of your feet and enable "IK Pinning" in the "Channels" view of the pose editor. Then also make sure to set "FK/IK Blend" to one (= IK). If you now select the hips and move them, feet stay at there position and knees are bent accordingly.
Please do not refer my to one of the outdated videos

All videos are up to date. You can find a great overview of all available video tutorials in the UMotion manual: https://www.soxware.com/umotion-manual/VideoTutorials.html

so when I try to do an adaptive layers, I cant check IK pinned for the feet

An additive layer means you use an existing animation in the base layer and add an offset on top of it (i.e. a mathematical addition). E.g. if a bone in the base layer has an angle of 10° and you create an offset of 5° in the additive layer, the end result is 15°.

It's mathematically not possible to "accumulate" IK Pinning.

Instead, simply enable IK Pinning in the base layer.


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


Best regards,
Peter