Apply twist motion as arms / legs move Humanoid Rig
But instead of using a driver to apply a blend shape as the arm moves up or down (or any other finnicky joint) I'd like to manipulate a twist bone on the rig. Is this possible to do with UMotion?
Thanks.
Answer
Hi,
thank you very much for your support request.
Yes, you can manipulate all bones that are present in a character's skeleton (including twist bones). But please note that Unity's humanoid animation system does not support twist bones. While you can define the twist bone as extra bone of your humanoid character, extra bones are not re-targeted to other humanoid characters. Thus it doesn't really make sense to use humanoid anymore (as animation re-targeting is really the only benefit you get from using humanoid) --> use generic instead.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Let me see if I can be a bit more clear. I agree with what you said but..
If the bone had a static twist name I was hoping to be able to find a plugin that could handle this twist in the "Post-Process" (when muscles get resolved back to transform space) aka I would apply this twist fix component onto every character that used that specific Humanoid rig..
Would this plugin work for that?
I don't think Unity's Animation Rigging plugin works for my needs based on what I've experimented with so far.
(Humanoid matches all my use cases, even for evenly distributing weights across wrists and arms for those twist motions, it only fails at the armpit when raising the arm above the head.)
Unfortunately UMotion does not offer any run-time components/script that you could use to post-process an existing animation file. As of instead, UMotion is the tool you would use to create animation files (like Blender/Maya).
The animation rigging does indeed have a twist-relax component, but I've never worked with it.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
Yes, you can manipulate all bones that are present in a character's skeleton (including twist bones). But please note that Unity's humanoid animation system does not support twist bones. While you can define the twist bone as extra bone of your humanoid character, extra bones are not re-targeted to other humanoid characters. Thus it doesn't really make sense to use humanoid anymore (as animation re-targeting is really the only benefit you get from using humanoid) --> use generic instead.
Please let me know in case you have any follow-up questions.
Best regards,
Peter