Editing Blendshape animations
Faith Tendra 3 years ago • updated by Peter - Soxware Developer 3 years 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.
Customer support service by UserEcho
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.