Answered

Missing bones error

bartolomey_wong 1 week ago updated by Peter - Soxware Developer yesterday at 9:08 a.m. 6

Hello Peter,

I've exported rigged FBX from Blender into Unity, added it in UMotion into the slot for gameobject, and I got this error:

https://take.ms/khkqF

The rig then looks like this, with the bones missing on every chain's end: https://take.ms/bXk3z

Compare it to Blender: https://take.ms/6Oir4

What can be a problem and how to fix it?

Thank you.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi bartolomey_wong,
every time you assing a new character (or a new version of your character) to the same UMotion project, it will add references to all bones/transforms to the project. It will also give you a warning if it doesn't find the old bones/references. You could either press "Clean Up" in Config Mode to get rid of those old references or you could create a new UMotion project file.

Image 1407



Please always use one UMotion Project file per character.

Best regards,
Peter

GOOD, I'M SATISFIED
Satisfaction mark by bartolomey_wong 5 days ago

Also, here's the screenshot from configuration panel:

https://take.ms/VLgBn

So you can see in the hierarchy, there are those missing entries, at least, for the bones. But they aren't imported or showed for some reason.

Hmm, actually, through the hierarchy, I kinda can get access to the missing bones, for example the finger here:

https://take.ms/DDGzK

I can apply transformations to the mesh through selecting the bone in the tree.

But, they are still invisible in the main scene view, for some reason. So I guess we need to figure out how to 'turn them on' or something :)

Answer
Answered

Hi bartolomey_wong,
every time you assing a new character (or a new version of your character) to the same UMotion project, it will add references to all bones/transforms to the project. It will also give you a warning if it doesn't find the old bones/references. You could either press "Clean Up" in Config Mode to get rid of those old references or you could create a new UMotion project file.

Image 1407



Please always use one UMotion Project file per character.

Best regards,
Peter

Hello Peter,

Okay, thank you! I will use one UMotion project file per character. Or you mean per any animated model, right? Even it it's some machinery, too, right?

But I have another question, too. When I open a project via file menu, the field for a gameobject in the Pose Editor is always empty and I have drag and drop a model into it. Why is that? That's what gets me confused, cause I have several instances of one model, and I don't remember what instance I used in each particular UMotion project.

Perhaps it's a bug or some error on my side and the gameobject (model) should be saved in the gameobject field when I save and reopen the project?

If not so, could you give me advice on how to keep track of what gameobject I used in a particular project?

Or you mean per any animated model, right? Even it it's some machinery, too, right?

Correct.

But I have another question, too. When I open a project via file menu, the field for a gameobject in the Pose Editor is always empty and I have drag and drop a model into it. Why is that? That's what gets me confused, cause I have several instances of one model, and I don't remember what instance I used in each particular UMotion project.

This is because there is no way for a UMotion project file to store references to characters/objects in the scene. Furthermore, you can open a UMotion project that was created for character A but you are currently in a Unity scene where character A has no instance etc.

If not so, could you give me advice on how to keep track of what gameobject I used in a particular project?

Name your UMotion project file in such a way that it's clear which character/object it belongs to.

Best regards,
Peter