Answered

fbx import scale change

laurenz 5 months ago updated by Peter - Soxware Developer 5 months ago 1

Hi!

I Just have a quick question: I made a lot of Animations with Umotion for my character but then later on decided I needed to change the scale of the FBX in the import settings. Now the animations are broken and give me really scary looking results. Is there a way how I can fix this?

(I know I could just revert the import scale to the same it was when I first created the animations but I am going to use many different character models that are going to be sharing these animations and so I would really rather control all of their scales through the import settings than through different scales in the scene)

I would be very glad for any ideas! Thank you!

UMotion Version:
1.2p08
Unity Version:
2019.2.0f1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

If you are using "humanoid", the following should work (please backup your UMotion project before you continue):

1) Apply the character with the new scaling to the Pose Editor.

2) Switch into Config Mode and click on "Apply Scene Pose" --> "Apply All"

3) Click on "Save Reference Pose"

Please note that your hips position curve would need to manually be scaled (you could do this in the curves view by selecting all keys and using the blue bars to scale the whole curve).

When you are working with "generic" you need to make sure that you have no keys generated for the scaling and for the position of your bones. So after applying the same steps as for humanoid, I recommend removing any scaling keys from the animation. Also remove any unnecessary position keys (i.e. a bone in real life usually doesn't translate, only rotate).

Or you could keep the small version of your character as "authoring" version, and then use the humanoid animation on your correctly scaled characters.

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

Best regards,
Peter

GOOD, I'M SATISFIED

That did it! Thank you again for your great and fast support!

Satisfaction mark by laurenz 5 months ago
Answer
Answered

Hi,
thank you very much for your support request.

If you are using "humanoid", the following should work (please backup your UMotion project before you continue):

1) Apply the character with the new scaling to the Pose Editor.

2) Switch into Config Mode and click on "Apply Scene Pose" --> "Apply All"

3) Click on "Save Reference Pose"

Please note that your hips position curve would need to manually be scaled (you could do this in the curves view by selecting all keys and using the blue bars to scale the whole curve).

When you are working with "generic" you need to make sure that you have no keys generated for the scaling and for the position of your bones. So after applying the same steps as for humanoid, I recommend removing any scaling keys from the animation. Also remove any unnecessary position keys (i.e. a bone in real life usually doesn't translate, only rotate).

Or you could keep the small version of your character as "authoring" version, and then use the humanoid animation on your correctly scaled characters.

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

Best regards,
Peter