Answered

Copy Animation (Pose) between clips

Marie 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 7

Hi! 

I'm currently working on a project making idles, based on mocap data. Even though the pose is generally the same, it's always a bit offset. Is there any way to use a mix of overlay and additive in the layers? I want the pose from clip 1 to be the same as clip 2, and this would work fine if I could paste the first keyframes from clip 1 into a layer in clip two, and have the animations play from the retargeted animation.

When using additive, the character is going wild, as it's adding the old + new keyframes. When using overlay, the pose is correct, but nothing is playing. I'm trying to find the easiest way to copy main poses between clips, as it's quite a few that needs to be done.

Thank you in advance! 

UMotion Version:
Unity Version:

Answer

Answer
Answered

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

There is currently no automated way of getting the difference of pose A and pose B into an additive layer (so they end up being the same). 


You mentioned that this is about idle animations, so I think the following manual process should work just fine:

Remove all keys of the first few frames of one animation and then copy & paste all keys from the first frame of the other. If there was only a subtle difference, the interpolation is going to create a nice smooth transition. If you have some general offset on the root motion (the hips), you can use an additive animation layer to match the pose you inserted on the first frame with the poses of the rest of your animation. You can also offset the rotation of some of the bones using the additive layer if there is a bigger difference.

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

Best regards,
Peter

Answer
Answered

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

There is currently no automated way of getting the difference of pose A and pose B into an additive layer (so they end up being the same). 


You mentioned that this is about idle animations, so I think the following manual process should work just fine:

Remove all keys of the first few frames of one animation and then copy & paste all keys from the first frame of the other. If there was only a subtle difference, the interpolation is going to create a nice smooth transition. If you have some general offset on the root motion (the hips), you can use an additive animation layer to match the pose you inserted on the first frame with the poses of the rest of your animation. You can also offset the rotation of some of the bones using the additive layer if there is a bigger difference.

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

Best regards,
Peter

Is there any plans to add something like that? like an "Add difference"-layer? I guess you could calculate the difference between the previous layer, and  the copied layer, and add that to the animation? It would honestly be a lifesaver when syncing up between animation clips. 



Most of the Mixamo characters have a slight offsett on the different idles, that could esily work seamlessly if this was implimented. Above you can see two different "Sitting Idle"-clips, where copying the first frame into a "difference add"-layer would help to create seamless transitions.

"Is there any plans to add something like that? like an "Add difference"-layer?"

I have taken a note on my "ideas for the future list" but I can't promise anything right now.

Best regards,
Peter

Thank you for your time, and an awesome product! 

Have a lovely week

To add on: Would it be possible to have a reference-pose option, instead a whole new layer type? To see a silouette of another clip/pose, so you can manually pose the current clip it in additive layer? 

You can already do this using Unity's Animation Window or Unity Timeline in combination with UMotion:


Place two instances of your character at the exact same position in Unity. Then use Unity's animation window on one of the characters to preview a desired pose (it needs to have the animation attached of course) and use UMotion to correct the other characters pose.

Best regards,
Peter