Answered

Interacting with objects using UMA

Rene 5 years ago updated by Peter - Soxware Developer 5 years ago 4

Hi Peter,

i made a custom uma model, i used the fbx for creating the uma models also for animating

normal animations work just fine, but some require to interact with additional game objects which also contains some bones

anyway, when i run these animations on the uma character, they don't interact with the gameobject.
I saw your post which reccomends to export the uma generated model on runtime and animate that instead

Image 186

i have done that, also set the generated fbx as humanoid and put it in t-pose
But as you can see in the screenshot (left is uma generated, right is the exported uma generated model)
it still ignores the additional game object

since this pole has to bend at a later point in the animation it would be much easier to animate both objects at the same time
is there a way to fix this issue or do i have to make 2 seperate animations?

Best Regards

Rene

PS: the exported uma model also contains the pole

UMotion Version:
1.21 Pro
Unity Version:
2019.1.9f1

Answer

Answer

So the problem lies in the way uma configures the rig

well then this is no longer topic of this thread

Thanks for your answer

Best regards 

Rene

Answered

Hi Rene,

thank you very much for your support request.

If your additional game object is a child of any humanoid bone (hips, spine, arm,...) it can be animated. In UMotion, additional bones/transforms are hidden by default. You can enable them by switching into "Config Mode", select the transform in the hierarchy and set their visibility to "Show" (in the "Properties" tab).

If you've successfully created your animation but the imported *.FBX animation doesn't animate the extra bones/transforms, you might try adding those bones/transforms via this setting:

Please let me know if that solves your issue.

Best regards,

Peter

Hi Peter

Unfortunately that didn't solve the problem
I've tried it now for a couple of hours
i exported the animation as .anim, .fbx and different versions of it
i created the mask directly in the exported fbx file, i also created a general mask and added it on the animator layer, but the extra bones will not animate at all


But when i play the game i noticed, that there are minor differences in the hierarchy of the uma generated model and my original model. Could that cause the problem. All the other bones are in the same order and have of course the same name
G8M_PoleVault is the original object where it works

Best regards

Rene

"But when i play the game i noticed, that there are minor differences in the hierarchy of the uma generated model and my original model. Could that cause the problem. All the other bones are in the same order and have of course the same name
G8M_PoleVault is the original object where it works"

Yes, the hierarchy (i.e. the naming and the parent/child relationship) have to match exactly. Only the root GameObject (i.e. where the AnimationComponent is assigned) can have a different name. In the "UMADynamicCharacterAvatar" you have an bone called "Root" that's named "Genesis8Male" in the "G8M_PoleValut" character.


You can validate this:

When you are in play mode, press "pause" and open Unity's Animation Window. Select your character (where it doesn't work) and open the animation. If some of the bones/transforms are displayed in yellow in the animation window that means that Untiy can't find those bones (like in the screenshot below):

Best regards,

Peter

Answer

So the problem lies in the way uma configures the rig

well then this is no longer topic of this thread

Thanks for your answer

Best regards 

Rene