Answered

"Humanoid Bone Already Defined" when trying to assign a new character to a project

adamgryu 2 weeks ago updated by Peter - Soxware Developer 1 week ago 4

When I try to assign a new character to the project to edit, I get this error. How can I get around this?

Furthermore, is it possible to delete or hide the properties I'm not using in the dopesheet view?

UMotion Version:
1.20
Unity Version:
2019.2

Answer

Answer
Answered

Hi,
thank you very much for your support request.

A UMotion project is per character. So if you want to animate a new character, please create a new UMotion project for it.

"Furthermore, is it possible to delete or hide the properties I'm not using in the dopesheet view?"

Yes, you can do this via Config Mode. When you select a bone/transform, you can set it's Visibility to "Lock". That is going to hide it in the Scene View and in the Clip Editor. You can also hide only certain properties of a bone (position/rotation/scale) via the "Properities" drop-down field:

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.

A UMotion project is per character. So if you want to animate a new character, please create a new UMotion project for it.

"Furthermore, is it possible to delete or hide the properties I'm not using in the dopesheet view?"

Yes, you can do this via Config Mode. When you select a bone/transform, you can set it's Visibility to "Lock". That is going to hide it in the Scene View and in the Clip Editor. You can also hide only certain properties of a bone (position/rotation/scale) via the "Properities" drop-down field:

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

Best regards,
Peter

Is there an easy way to share animations between multiple characters or models and animate them in the same project?

Unity's humanoid animation system is designed for animation re-targeting (i.e. sharing the animation). Usually the animation is created for one character (in UMotion or any other 3D modeling application like Blender or Maya...), then it is exported to *.anim or *.fbx and then used on multiple characters.

More information about how this works: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Best regards,
Peter