Answered

Is it possible to use UMotion not for animation, but for creating poses for assets?

bartolomey_wong 1 week ago updated by Peter - Soxware Developer 1 week ago 1

Hello Peter,

So for example, I have a rigged character for a prop (a corpse). And I want to create several prefabs with this one model, having different postures for different environment. 

Is it possible with UMotion to pose this model for several prefabs like that? Meaning no animation needed, I need to only have the ability to work with bones, move them around to create the pose, and then save the result as a prefab?

If it's not possible with UMotion, perhaps you have some recommendations for me as to how I am to achieve this?

Thanks in advance.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi bartolomey_wong,
thank you very much for your support request.

Yes, this is possible. Create a new UMotion project file for your character and assign your character to the pose editor. Pose your character (by moving the bones around). Once done, you can optionally save the pose to the UMotion project file (if you later want to come back and refine it) by created key frames for it.

Now here's the trick, instead of clicking on "Clear" in the Pose Editor to finish editing your character, click the arrow next to "Clear" and select "Clear - Keep scene pose". 

Image 1406

 

Now the character keeps the pose even when not controlled by UMotion anymore and you can make a prefab out of it (by dragging and dropping the character from Unity's hierarchy window into Unity's project window).

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

Best regards,
Peter

GOOD, I'M SATISFIED

Great, thank you for helping out!

Satisfaction mark by bartolomey_wong 6 days ago
Answer
Answered

Hi bartolomey_wong,
thank you very much for your support request.

Yes, this is possible. Create a new UMotion project file for your character and assign your character to the pose editor. Pose your character (by moving the bones around). Once done, you can optionally save the pose to the UMotion project file (if you later want to come back and refine it) by created key frames for it.

Now here's the trick, instead of clicking on "Clear" in the Pose Editor to finish editing your character, click the arrow next to "Clear" and select "Clear - Keep scene pose". 

Image 1406

 

Now the character keeps the pose even when not controlled by UMotion anymore and you can make a prefab out of it (by dragging and dropping the character from Unity's hierarchy window into Unity's project window).

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

Best regards,
Peter