Answered

Child-Of Constraint

Robin 5 months ago updated 5 months ago 3

hi i've just bought this great software thanks

but i'am having trouble understanding the child of constraints

so i think it needs to be part of my character ?

not a bone?

so i dragged a cube onto my character

 

i added a child of constraint in the config mode turned off ik pinning mode

in pose mode i added the cube

should i now be able to move the cube to move the arm?

if so i cant select the cube

i looked at the example project but could t get any help from there.

on a side note in the forum it says 200 plus topics but i can only see the first 10 or so is there away to see them all

thanks 


UMotion Version:
latest
Unity Version:
2019 3.6f

Answer

Answer
Answered

Hi,
thank you very much for your support request.

When your project is of type humanoid, only the humanoid bones are visible by default. You can enable the bones/transforms of generic objects (like your cube) by switching into "Config Mode". Then select the cube (in the "Rig Hierarchy") and in the "Properties" tab set "Visibility" to "Show".



The "PickUpAnimation.asset" example project uses the Child-Of constraint on a cube. You can take it as an example.


Please also watch the child-of video tutorial:

"on a side note in the forum it says 200 plus topics but i can only see the first 10 or so is there away to see them all"

I'm sorry this was my fault. The "paginator" at the bottom has been disabled. I've enabled it now. You can also use the search bar to search for specific issues.

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

Best regards,

Peter

GOOD, I'M SATISFIED

hi thanks for your help and speedy reply i've watched the tutorial several times i'm getting the hang of it 

i've managed to get a character  to pick up a box then let it go

i think i was expecting to see the child object change from my characters hand to none in the timeline

or some where i see there is a parent 

it does if you let go of the time scrubber i was just dragging it past the keys and expecting them to change 

so now on i go

the only problem is if my character walks then picks up an object i take it i would need 2 different anims (which is fine) 

as if he's walking the box as its part of his bones would move with him ?

i really love this software the bit that makes it so good for me is the muscle groups i could mostly animate just with that i wish there was one for arms?

thanks again this really is a fantastic job you've done 

my only complaint is i have to add it to my project come on unity buy this fantastic software so its just par of unity

Satisfaction mark by Robin 5 months ago
Answer
Answered

Hi,
thank you very much for your support request.

When your project is of type humanoid, only the humanoid bones are visible by default. You can enable the bones/transforms of generic objects (like your cube) by switching into "Config Mode". Then select the cube (in the "Rig Hierarchy") and in the "Properties" tab set "Visibility" to "Show".



The "PickUpAnimation.asset" example project uses the Child-Of constraint on a cube. You can take it as an example.


Please also watch the child-of video tutorial:

"on a side note in the forum it says 200 plus topics but i can only see the first 10 or so is there away to see them all"

I'm sorry this was my fault. The "paginator" at the bottom has been disabled. I've enabled it now. You can also use the search bar to search for specific issues.

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

Best regards,

Peter

In response to the text in your satisfaction mark:


"the only problem is if my character walks then picks up an object i take it i would need 2 different anims (which is fine)

as if he's walking the box as its part of his bones would move with him ?"

If you want to pick up something during run-time, you could also (and that's probably the most common way) use a simple parenting script (see transform.SetParent()).

"i really love this software the bit that makes it so good for me is the muscle groups i could mostly animate just with that i wish there was one for arms?"

I'm not sure if sliders are a benefit for the arms. I think using the rotation gizmo gives you more precise control. Most people are using IK for the arms anyway (in that case sliders can't be used as the bones are solely driven by the IK target/pole target).

Thanks for the nice words. I really appreciate it.

Best regards,

Peter

thanks peter