Answered

Animating with other non-humanoid objects when animating humanoid characters

UltraGearGames 6 months ago updated by Peter - Soxware Developer 6 months ago 1

So, so far I am incredibly impressed with the asset, and would have loved to knew about this a long, long time ago. This asset is for me mostly useful due to the fact its capable of animating humanoid rigs. However, I right now need to implement weapon holding, and with generic animations, this is very simple, due to the fact you can move around and adjust the weapon. However, when animating a humanoid, you cannot manipulate non-humanoid objects while animating, which could make the process potentially just as annoying as having to create the animation in generic rigs. Is there a way to achieve this?

UMotion Version:
1.21
Unity Version:
2019.3.3f1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Yes you can animate non-humanoid joints/transforms in a humanoid animation. UMotion just disables editing those "generic" joints/transforms by default. Open the "Config Mode" and select the joint/transform that you want to enable in the hierarchy. Then in the properties tab, set "Visibility" to "Show".

Please note that Unity can't re-target generic joints/transforms to other characters. I mean if they exist in the exact same transform hierarchy (it must have the exact same parent bones with the exact same name) Unity can still animate them, but Unity won't do anything to match the animation to the new character's proportions.


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.

Yes you can animate non-humanoid joints/transforms in a humanoid animation. UMotion just disables editing those "generic" joints/transforms by default. Open the "Config Mode" and select the joint/transform that you want to enable in the hierarchy. Then in the properties tab, set "Visibility" to "Show".

Please note that Unity can't re-target generic joints/transforms to other characters. I mean if they exist in the exact same transform hierarchy (it must have the exact same parent bones with the exact same name) Unity can still animate them, but Unity won't do anything to match the animation to the new character's proportions.


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

Best regards,
Peter