Answered

Changing the skin

Anonymous 2 weeks ago updated by Peter - Soxware Developer 2 weeks ago 1

Hi. I'm just wondering if there is a way to change the skin for any clip imported to Umotion so that it is accurate to the character the animation will be getting used with?

I have some mixamo animations I need to clean up, but the standard unity puppet guy doesn't seem to be accurately showing the animations. All of the animations look fine when applied to him, but some of them look off when used with my UMA characters, so I'd like to switch the skin used in the animation preview so that I can properly correct animations based on the characters I am animating for.

Is this possible? Thanks in advance.

UMotion Version:
Pro
Unity Version:
2019.1.9f1

Answer

Answer
Answered

Hi,

thank you very much for your support request.

Usually the Animation re-targeting should create quite good results. If this is not the case, either one of the avatars might not be setup correctly, or humanoid IK should either be turned on/off. You can preview the effect of humanoid IK when you preview your animation in the Inspector (when the *.anim is selected) and you toggle the IK switch.

Usually you create a UMotion project for the character that you are trying to edit the animation for. That way you can preview the animation on that character.


UMA charactes require some special treatment though, because it generates the humanoid avatar during runtime. Runtime avatars don't provide all the information UMotion needs to work with such a character.


So in case of UMA I recommend the following workflow:

  1. Install Unity's FBX Exporter package via the Unity Package Manager.
  2. Start your game, then pause it.
  3. Select your UMA character, right click on it and use the "Export to FBX..." context menu to create an FBX version of your UMA character.
  4. Make sure that the FBX is configured correctly as humanoid (check the humanoid avatar configuration, check if it is in T-Stance in the avatar config etc.).

Now that you have a FBX version of your UMA character, you can use that to create a new UMotion project, import your humanoid animation there and work with it as desired.

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

Best regards,
Peter

Answer
Answered

Hi,

thank you very much for your support request.

Usually the Animation re-targeting should create quite good results. If this is not the case, either one of the avatars might not be setup correctly, or humanoid IK should either be turned on/off. You can preview the effect of humanoid IK when you preview your animation in the Inspector (when the *.anim is selected) and you toggle the IK switch.

Usually you create a UMotion project for the character that you are trying to edit the animation for. That way you can preview the animation on that character.


UMA charactes require some special treatment though, because it generates the humanoid avatar during runtime. Runtime avatars don't provide all the information UMotion needs to work with such a character.


So in case of UMA I recommend the following workflow:

  1. Install Unity's FBX Exporter package via the Unity Package Manager.
  2. Start your game, then pause it.
  3. Select your UMA character, right click on it and use the "Export to FBX..." context menu to create an FBX version of your UMA character.
  4. Make sure that the FBX is configured correctly as humanoid (check the humanoid avatar configuration, check if it is in T-Stance in the avatar config etc.).

Now that you have a FBX version of your UMA character, you can use that to create a new UMotion project, import your humanoid animation there and work with it as desired.

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

Best regards,
Peter