2 IK Questions: IK Handle Sizes & IK Animation Y Coordinates In Timeline
Firstly…
- Is there a UMotion setting for changing the size of all IK handle selectors at once?
- Is there a default setting that sets the IK handle selectors according to user’s preferences at startup?
Secondly…
I have an IK animation related question:
I wish to use UMotion IK animations to create an animation of a character walking from Position A to Position B while crouching at the halfway point.
In UMotion, the character’s feet remain on the ground throughout the animation. Looks great! But in Timeline, the character’s feet rise up off of the ground to meet the character’s hips instead? Looks bad because he floats in the air at the half way point.
What am I doing incorrectly, here are my steps:
IN UMOTION:
- I run the IK setup wizard.
- I then import an animation clip and convert it from FK to IK.
- I add IK Pinning to the character’s feet.
- I create a new layer and set it to additive.
- In the new additive layer, I lower the character’s hips at the halfway point of his animation.
- It now looks like my character starts the animation from a walking position, crouches half way through, and then stands up again. Perfect! His feet always remain at ground level and I am very happy.
THEN I SWITCH TO TIMELINE
- I drag the character to Timeline as an Animation Track.
- I add an Override Track to the Animation Track and set keyframes for the character’s Position A in world space.
- I move forward on Timeline and create keyframes for the character’s Position B in world space.
- On the character’s main animation track I add the walking animation I created in UMotion.
- The character’s feet rise up off of the ground to meet the character’s hips. Looks bad because he floats in the air at the half way point.
- The only way I can ‘fix’ this is to add Timeline keyframes for the character’s Y coordinates to offset what is happening?
Something is wrong with my workflow, but I don’t know what it is. Can you assist?
Answer
Hi,
thank you very much for your support request.
Is there a UMotion setting for changing the size of all IK handle selectors at once?Is there a default setting that sets the IK handle selectors according to user’s preferences at startup
When creating the IK handles with the IK Setup Wizard, you can adjust the size directly in the IK Setup Wizard. You can also save your current settings as a preset which you can then load in other projects.
If you've already created the IK handles, you can adjust their size by going into "Config Mode", select all the handles you want to adjust and then under the "Properties" tab you can adjust the size parameter to your liking.
In the "Options" tab shown in the pose editor (accessible from pose mode and from config mode) you can adjust the overall size of all the visual representations.
Secondly…
I have an IK animation related question:
Does your exported (*.anim) animation look correct when previewed in the inspector window (compare the animation previewed on the default avatar vs. previewed on your model, with and without IK)?
If the preview already shows this issue, try adjusting the Y axis related root motion settings shown in the inspector window. Enabling "Bake Into Pose" and setting "Based Upon" to "Original" usually helps.
If the animation is previewing correctly, then the issue is somehow related to your timeline workflow.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
When creating the IK handles with the IK Setup Wizard, you can adjust the size directly in the IK Setup Wizard. You can also save your current settings as a preset which you can then load in other projects.
If you've already created the IK handles, you can adjust their size by going into "Config Mode", select all the handles you want to adjust and then under the "Properties" tab you can adjust the size parameter to your liking.
In the "Options" tab shown in the pose editor (accessible from pose mode and from config mode) you can adjust the overall size of all the visual representations.
Does your exported (*.anim) animation look correct when previewed in the inspector window (compare the animation previewed on the default avatar vs. previewed on your model, with and without IK)?
If the preview already shows this issue, try adjusting the Y axis related root motion settings shown in the inspector window. Enabling "Bake Into Pose" and setting "Based Upon" to "Original" usually helps.
If the animation is previewing correctly, then the issue is somehow related to your timeline workflow.
Best regards,
Peter