Answered

Define specific file path for exported clip animated properties

Megakeep 3 years ago updated by Peter - Soxware Developer 3 years ago 1

Hello,

I've done some animations for a model and noticed that after exporting them the properties path starts with the armature bones hierarchy under the parent object. Example:

Cartoon arms

|- Armature

|- Model

A property that was animated has the path Armature/LeftShoulder/LeftArm after export.

This caused some problems for me when I tried using the animation in Unity because the Cartoon arms object was under another parent object which used an animation controller to call the animation (the Cartoon arms object did not call the animation). I had to edit the anim file and replace the path manually for all properties (Cartoon arms/Armature/LeftShoulder/LeftArm) then it worked fine.

My question is: Can you export anim files so the animated properties path starts with the top hierarchy object first (the one added to pose editor) and not the armature?

Thank you and best regards.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,

thank you very much for your support request.

The transform paths in the animation clip always need to be relative to the animator (or animation for legacy) component that plays the animation. As the animator component is in your Armature game object, UMotion is also going to make the transform paths relative to the "Armature" game object. If you want your animation to be relative to the root game object, then make sure that you assign the Animator component to that transform.

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.

The transform paths in the animation clip always need to be relative to the animator (or animation for legacy) component that plays the animation. As the animator component is in your Armature game object, UMotion is also going to make the transform paths relative to the "Armature" game object. If you want your animation to be relative to the root game object, then make sure that you assign the Animator component to that transform.

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

Best regards,
Peter