Answered

Export humanoid animation as bones

dr_soos 4 weeks ago updated by Peter - Soxware Developer 4 weeks ago 1

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.

UMotion Version:
Unity Version:

Answer

Answer
Answered

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:

  1. 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.
  2. 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

Answer
Answered

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:

  1. 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.
  2. 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