IK preview looks jerky in UMotion, but smooth in Unity Timeline

rinrin965 2 months ago updated by AJ Haywire (Haywire) 3 days ago 1

Hi,

I'm editing a motion using IK in UMotion Pro. While working on a jump animation, I noticed that the knees "snap" or move abruptly when they are fully extended. I spent a lot of time trying to make it look smooth in the editor, but eventually gave up because it never looked quite right.

However, when I exported the animation and played it in Unity's Timeline, the motion looked smooth and properly interpolated—much better than what I saw in UMotion's preview.

Is there any way to make the IK preview inside UMotion more closely match how the animation will look in Unity? I’d really like to edit with more confidence, seeing what the final result will actually be.

Are there any settings or modes I should enable for this?

Thanks in advance!

(*This message was written with the help of ChatGPT to assist with translation.*)

UMotion Version:
Unity Version:

I had a similar issue with wobbly elbows and knees.

First of all, it's not a preview for any in-game IK that you have, it's UMotion's built in IK thats designed to help you modify the animations when editing them. It doesn't have any effect on the in game IK. Though I can still offer a tip on stopping the wobbling when editing.

It seems the reason it happens is, when you import the animation and do the FK to IK conversion, the Elbow and Knee IK Pole Targets are made as children of the rig's elbow and knee joints so the targets will always try to follow the animation. This means they move around with every keyframe in the animation, so when you adjust the IK Hands or Feet, the Pole targets become out of sync.

What I did was go into Config Mode in the Pose Editor, foldout the Root of the rig (hold Alt and click to unfold all) the find the IK_Pole_Elbow_L, IK_Pole_Elbow_R, IK_Pole_Knee_L, IK_Pole_Knee_R transforms. Click on each one and scroll down to the Configuration Panel, click Properties, and set it's Parent to Root. Now all of your pole targets wont follow the animation automatically. You'll still have to delete all the generated keyframes for the pole targets in the Clip Editor. 

The result should be that you can set and optionally animate the pole targets. I set them a good few units forwards from the elbow/knee on the first frame. Hope this is helpful :)