QOL - Set the Animation Type on exported FBX files
This is a small thing, but when outputting to FBX uMotion should automatically set the animation type based on the uMotion project's animation type.
Answer
Hi Mel,
thank you very much for sharing your idea.
This is not implemented by purpose. There are two reasons:
First of all, when exporting a humanoid project (and you want to use the animation as humanoid) it is highly recommended to use the "Update Existing File" mode to write the animation into the humanoid character's FBX file (--> the FBX is already set as humanoid). If you export your animation as a new separate FBX instead, then the humanoid avatar setup isn't created in an optimal way by Unity, leading to errors in the resulting humanoid animation.
Furthermore, it should be up to the user how he wants to use the FBX animation. It can be a legit use case to export a humanoid animation to FBX, but then use it as generic for example.
That's way I opted for a manual way.
Best regards,
Peter
I was trying to match an animation with an alembic baked cloth (externally in Houdini) and realize it's not possible to match them using Humanoid 😭,
Thanks a lot for the thoughtful explanation, the manual decision makes sense.
Customer support service by UserEcho
Hi Mel,
thank you very much for sharing your idea.
This is not implemented by purpose. There are two reasons:
First of all, when exporting a humanoid project (and you want to use the animation as humanoid) it is highly recommended to use the "Update Existing File" mode to write the animation into the humanoid character's FBX file (--> the FBX is already set as humanoid). If you export your animation as a new separate FBX instead, then the humanoid avatar setup isn't created in an optimal way by Unity, leading to errors in the resulting humanoid animation.
Furthermore, it should be up to the user how he wants to use the FBX animation. It can be a legit use case to export a humanoid animation to FBX, but then use it as generic for example.
That's way I opted for a manual way.
Best regards,
Peter