Under review

Editing Blendshape animations

Faith Tendra 4 months ago updated by Peter - Soxware Developer 4 months ago 1

my blendshape animations are saved as unity .anim, I want to be able to sync this up with the mocap and then edit it in the editor. however, it's saved as a generic .anim. when trying to import it, it only loads the first frame of the animation and gives the warning " skipped animating generic objects that have no humanoid bone in their parent hierarchy" 
If i try to convert it through umotion to humanoid it won't work since it counts as only being one frame long.

UMotion Version:
Unity Version:
2018.3.13f1
Under review

Hi Faith,
thank you very much for your support request.

This might be a bug/not considered use case. To further investigate I would like to take a closer look. Could you send me everything I need to reproduce this on my PC, please? The easiest way to do this would be to create a new Unity project, then copy the character (without textures/materials if you want), the generic *.anim and the UMotion Project into that new project. Try to see if you can still reproduce the problem. If so, click on "Asset / Export Package" and select all files. Please send the resulting *.unitypackage to me via the email support form. If it exceeds the file size limit, please request a link to my dropbox (also via email).

Thank you very much.

Best regards,
Peter