Answered

Multiple Instances of Umotion

Anonymous 4 weeks ago updated 3 weeks ago 4

Hello,

As I say I'm working on a VN project, I had lots of human interactions. When I create scenes I have to jump between files and  characters, 

If multiple instances are wailable it will be perfect for me. (yes I know there where Animation sync support but it was not use for me)

I have to quick switch between animations and characters to update minor details, Like hand shaking, hugging and or other kind of human to human iteraction.

My best Regards

UMotion Version:
1.19.02
Unity Version:
2018.4

Answer

Answer
Answered

Hi,

thank you very much for posting your idea. I really appreciate that.

Multiple simultaneous UMotion instances is rather complicated to do implementation wise. I completely agree that it would be really useful and I already have that on my "ideas for the future" list, but I currently can't promise if and when such a feature is going to be implemented.

Best regards,
Peter

Answer
Answered

Hi,

thank you very much for posting your idea. I really appreciate that.

Multiple simultaneous UMotion instances is rather complicated to do implementation wise. I completely agree that it would be really useful and I already have that on my "ideas for the future" list, but I currently can't promise if and when such a feature is going to be implemented.

Best regards,
Peter

Hello I understand you. However please keep in mind your program is so useful. I done it lots of things and I'm grateful and for that price it was steal.

My problem is, in my current development environment, I spend more time switching between characters than using umotion it self. In my game, People interacting each other, so milimetric fixes important. I swicth between them constantly, And switching between characters (much better than old days thank you for Keep scene pose tick) simple takes to much time.

What if there is a top bar in clip editor. I can put a button which linked a umotion file with scene object. When I clicked it both umotion file and character is loaded. Also last edited character was autoclear with keep scene option.

My Best regards.

Thanks for the kind words.

.asset files (like the UMotion Project) can't reference GameObjects in the scene. That's why it's not possible for UMotion to "remember" the scene object that you've chosen. I could search by name in the scene but multiple GameObjects can have the same name so there is no good "one fits every usecase" solution that I can implement. But if you know a bit of C# coding, you can try using the UMotion API and automate the switching so that it works at least in your case. The UMotion API (please refer to the manual) exposes methods that you can use to load UMotion projects and to apply GameObjects to the Pose Editor.

So you could write a small editor window with two buttons (one for each character). Each button first searches for the GameObject of the related character (by name) in the scene, then applies it to the UMotion Pose Editor via the UMotion API.

I hope this helps.

Best regards,
Peter

      Ok then, also, I retry the animation sync viatime line. This time I search other videos and finally nailed it. Sorry for bothering you. 

      I just need stack all of my animation poses into time line then sync one by one. And thats it. It was much better than my idea.

      However there is a problem with exact location. I'll write in the bugs section


      My Best regards.