Answered

Wanna be able to completely 'mirror-flip' an existing humanoid pose's transforms

BenieTheDragon 12 months ago updated by Peter - Soxware Developer 11 months ago 3

First off, I have to say uMotion has been an absolute godsend for me, as it makes doing basic static humanoid poses so much easier than doing it manually.
Now that I have uMotion Pro, I've been wanting to edit some old existing poses (which are 'lay down ground on its side' poses). I want to be able to rotate it 180* on its Z-axis and then mirror-flip all the transforms to fit. Essentially, say for the arms/legs, it would take the Left bone transforms and then flip them with the Right bone transforms.
Better example:
Left leg: 324.3412
Right leg: 64.414
-After flipping-
Left leg: 64.414
Right leg: 324.3412

Is this possible? It would save me so much effort, especially when it comes to the Hips/Spine/Chest/Head which would not be easy to 'manually' flip the transforms over by writing them down.

UMotion Version:
1.29p02 (Professional Edition)
Unity Version:
2019.4.31f1

Answer

Answer
Answered

Hi BenieTheDragon,
thank you very much for your support request and thanks for the kind words.

You can flip the animation directly in Unity (if the animation is of type humanoid). Simply select the *.anim file and then in the inspector make a tick mark at the "Mirror" checkbox. You can then import the mirrored animation into UMotion for further editing if you want/need.


Inside UMotion, you can only mirror bones that have a bone on the other side (e.g. left/right arm) but you can't mirror single bones like spine etc. Here is a video tutorial about how this works: https://www.soxware.com/umotion-manual/Lesson9.html

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

Best regards,
Peter

Answer
Answered

Hi BenieTheDragon,
thank you very much for your support request and thanks for the kind words.

You can flip the animation directly in Unity (if the animation is of type humanoid). Simply select the *.anim file and then in the inspector make a tick mark at the "Mirror" checkbox. You can then import the mirrored animation into UMotion for further editing if you want/need.


Inside UMotion, you can only mirror bones that have a bone on the other side (e.g. left/right arm) but you can't mirror single bones like spine etc. Here is a video tutorial about how this works: https://www.soxware.com/umotion-manual/Lesson9.html

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

Best regards,
Peter

So the mirroring thing works in Unity, but when I imported it into uMotion it appears to not be reading this setting. I have removed and readded the object, moved the keyframes around.. but it maintains the same pose as before. But in Unity it's flipped as expected.
I need to fix the tail at least.

Are you sure you have imported the correct animation (using File --> Import Animation Clip)? I just double checked, this works fine on my end I enabled the "Mirror" flag on the "Idle.anim" in the UMotion examples, then created a new UMotion project of type humanoid. Assigned the Robot Kyle character to the Pose Editor and imported the "Idle.anim". The animation is correctly mirrored.

Best regards,
Peter