Answered

Can't figure out how to apply/save ik animation keys

Anonymous 12 months ago updated by Peter - Soxware Developer 12 months ago 2

Watched the tutorials. No animating experience.

I have mixamo standing idle animation. Want to add to it so that char pretends to wash hands at sink. Repositioned hands with ik. Well i guess i need to create additive layer like tutorial told me. Ofc it deleted the progress as it promised :). Made changes again. But i'm not sure how to properly apply/save the changes to additive layer at specified time.

The FK/IK Blend is greyed out and can't be modified. Key dialogue seems to detect the changes to hands and neck. So i select all and add. But when i play animation from the beginning absolutely nothing is applied. I'm missing something very obvious. Went ctr+z couple of times, but no matter what i do, i see some new keys created, both at the beginning of the animation on my new layer and in specified time, but when playing it, nothing moves, just basic idle animation is playing.

Cheers.



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UMotion Version:
latest
Unity Version:
2022 lts

Answer

Answer
Answered

Hi,
thank you very much for your support request.

IK is supported on layers, but it's not supported to key the "FK/IK Blend" property in an additive layer. An additive layer is adding an offset to the underlaying animation (mathematically it performs an add operation: "FK/IK Blend (base layer)" + "FK/IK Blend (layer1)"). For "FK/IK Blend" this doesn't really make sense as it could yield to values that are out of range 1+1 = 2 which is not a valid value for FK/IK Blend.

So key the FK/IK Blend value on the base layer. You can also modify the IK of the hands on the base layer as your base layer does not have any IK keys anyway as the imported animation was using FK.
Alternatively you could use an override animation layer for your arms as you want there motion to be completley overwritten anyways. In an override layer, it's also possible to change the "FK/IK Blend" property.


The additive layer would be useful for e.g. adding some rotational offset to the spine so that the character is leaning over the sink. This would still keep the base idle movement of the spine just offsets it by e.g 10° (i.e. base layer spine angle + 10° of the additive layer).

I hope this shed's some light into what an additive layer actually is.

Best regards,
Peter

Ha found in docu that ik is not supported for layers. Some warning would have been nice =)

Answer
Answered

Hi,
thank you very much for your support request.

IK is supported on layers, but it's not supported to key the "FK/IK Blend" property in an additive layer. An additive layer is adding an offset to the underlaying animation (mathematically it performs an add operation: "FK/IK Blend (base layer)" + "FK/IK Blend (layer1)"). For "FK/IK Blend" this doesn't really make sense as it could yield to values that are out of range 1+1 = 2 which is not a valid value for FK/IK Blend.

So key the FK/IK Blend value on the base layer. You can also modify the IK of the hands on the base layer as your base layer does not have any IK keys anyway as the imported animation was using FK.
Alternatively you could use an override animation layer for your arms as you want there motion to be completley overwritten anyways. In an override layer, it's also possible to change the "FK/IK Blend" property.


The additive layer would be useful for e.g. adding some rotational offset to the spine so that the character is leaning over the sink. This would still keep the base idle movement of the spine just offsets it by e.g 10° (i.e. base layer spine angle + 10° of the additive layer).

I hope this shed's some light into what an additive layer actually is.

Best regards,
Peter