Answered

The character gets squeezed ?

Maco 2 weeks ago updated by Peter - Soxware Developer 2 days ago 6

The character gets squeezed (the animation not looping correctly is on me)

Here is a video of it:

Youtube video

Here are pictures of the Export Settings: (different anim showing in video but same settings for all my animations)

Image 1497

Image 1498

I have read these links

But none are listed as to how or why this problem occurs. These characters are reused from already in the game. There are working animations already for this character in the game however for some reason when I make new animations, the character seems to get squeezed once the animation or scene gets played. However, the issue does NOT happen while making the animations IN UMotion.

Here is the character in question import settings:

Image 1499

Image 1500

Image 1501

On the animation clip it self:

Image 1502


UMotion Version:
1.29p02
Unity Version:
2019.4.40f1

Answer

Answer
Answered

Hi Maco,
thank you very much for your support request. This issue might have something to do with the humanoid avatar setup of your character. Are all bones green and are there no error in your humanoid avatar? You can see the humanoid avatar setup when clicking on the "Configure..." button:

Image 1504

Make sure that you do not have scaling != 1 applied to any of the bones of your character model. Check the Unity hierarchy of your model and ensure that all the transforms of your character have scaling = 1.

You can also try to export your animation as FBX. Therefore in the export settings, set "File Format" to "FBX". Then select your model's FBX file as destination file. The animation is then exported directly into your character's FBX file. Use that animation and check the results.

Best regards,
Peter

Answer
Answered

Hi Maco,
thank you very much for your support request. This issue might have something to do with the humanoid avatar setup of your character. Are all bones green and are there no error in your humanoid avatar? You can see the humanoid avatar setup when clicking on the "Configure..." button:

Image 1504

Make sure that you do not have scaling != 1 applied to any of the bones of your character model. Check the Unity hierarchy of your model and ensure that all the transforms of your character have scaling = 1.

You can also try to export your animation as FBX. Therefore in the export settings, set "File Format" to "FBX". Then select your model's FBX file as destination file. The animation is then exported directly into your character's FBX file. Use that animation and check the results.

Best regards,
Peter

Yes, mapping is all green

Image 1506

The Muscles & Settings looks like this

Image 1507

The character I have has been directly sent to me by the dev from the game, for some reason when using my animations they get exported incorrectly. The animation looks fine while making it in Umotion, but once exported and placed on a character (without Umotion) their shoulders are either lifted or the character looks squeezed. What could cause this to happen?

Here is another example, here it looks fine while using Umotion Editor:

Image 1508

Here it is without Umotion:

Image 1509


Please make it make sense; we are lost and clueless about how or why this happens.

I'm not entirely sure why this happens. I would recommend trying this:

You can also try to export your animation as FBX. Therefore in the export settings, set "File Format" to "FBX". Then select your model's FBX file as destination file. The animation is then exported directly into your character's FBX file. Use that animation and check the results.

Please let me know how it goes.

Best regards,
Peter

Tried that, but then the Muscles & Settings stance plays.

However, I just now looked at the scale factor on your Robot Kyle model, which is 0.01, ours is 1.00 could that be something?

Tried that, but then the Muscles & Settings stance plays.

What do you mean by that?

Please note that when exporting to FBX (and using humanoid), it's important that you export the animation into the FBX of the character you use in UMotion for creating the animation. Then you need to use the animation from the FBX instead of the old *.anim animation.


However, I just now looked at the scale factor on your Robot Kyle model, which is 0.01, ours is 1.00 could that be something?


The scale on the root of your character (i.e. the top most game object) doesn't matter. But you need to ensure that there is no scaling on any of the humanoid bones or any of their parents.

Best regards,
Peter