Answered

How to include additional bones to humanoid animations?

VoidLight 5 years ago updated 3 years ago 2

Hello,

I have to create a Mask for each animation then go to Transform and check the bones that I want to use (not a part of the humanoid) so they animate. Unfortunately this is lost when I import it in uMotion and when I export there isnt a setting for that clip to include these bones.

Do you have a suggestion?

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,
thank you very much for your support request.

UMotion hides all none humanoid bones by default.

In your humanoid UMotion project, witch into Config Mode and select the additional bone(s). Under the "Properties" tab, set "Visibility" to "Show". This is going to show and include the bone(s) in your animations.


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.

UMotion hides all none humanoid bones by default.

In your humanoid UMotion project, witch into Config Mode and select the additional bone(s). Under the "Properties" tab, set "Visibility" to "Show". This is going to show and include the bone(s) in your animations.


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

Best regards,
Peter

Just to add to this in case anyone else has a similar issue - I had to set the parent link to "Solid" for the entire bone to show up correctly.