Export humanoid animation as bones
I have a humanoid model(s) that I would like to export as bones/rotations. I need the models to remain humanoid for other purposes. The dope sheet has all the bones and values. Can I export that data instead of passing and making the Animator-type muscle rotations?
Thanks.
Answer
Hi,
thank you very much for your support request.
An animation that contains bones/rotations instead of the humanoid "muscle" rotations is a "generic" animation. Afaik "generic" animations can not be played by Unity's animator component of a character that is configured as "humanoid".
Anyway, there are two ways how you can export your animation as "generic" (so that bone rotations are used) from UMotion:
- Export your animation as *.FBX. I highly recommend setting "Write Mode" to "Update Existing File" in the export settings and to select your character's *.fbx file (or a duplicated version of it) as destination file. This ensures that the exported animation is fully compatible with your character.
- Create a new UMotion project of type generic. Duplicate your "humanoid" character and configure it as "generic". Assign an instance of the "generic" character to UMotion's Pose Editor and then import the animations from the "humanoid" project.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
An animation that contains bones/rotations instead of the humanoid "muscle" rotations is a "generic" animation. Afaik "generic" animations can not be played by Unity's animator component of a character that is configured as "humanoid".
Anyway, there are two ways how you can export your animation as "generic" (so that bone rotations are used) from UMotion:
Please let me know in case you have any follow-up questions.
Best regards,
Peter