Answered

GameObject import error

superip 4 years ago updated by Peter - Soxware Developer 4 years ago 1

Barbarian_UMotion.asset


I have used the attached project file.

I had to modify another animation so that I reopen the project in UMotion and attached the same gameobject.

The gameobject is just shown skeleton without its mesh.

Image 701


UMotion is killiing me.

UMotion Version:
The latest
Unity Version:
Unity2020.3.10f1

Answer

Answer
Answered

Hi,

thank you very much for your support request.

When you assign a character to UMotion for the first time, it stores all the position/rotation/scale values of all bones/transforms of that character (as reference pose). When you then re-assign the character another time, UMotion applies these stored reference pose. In your case, this "old" values seem to not be in-line with the characters current values. Thus the skinning produces this weird mesh that you see. This happens if the model was changed outside of Unity (using an external modeling application) or if you e.g. changed the scale in Unity's import settings or some other cases...

Please try the following:

  1. Backup your UMotion project.
  2. Assign your character to UMotion.
  3. In the pose editor, open config mode.
  4. In the "Configuration" fold-out click on "Apply Bind Pose".
  5. Your model should look normal again.
  6. Now click on "Save Reference Pose" to save your changes.
  7. Go back into pose mode.
  8. Unless you keyed position values, your animations should be working again. Existing position keys would still be scaled like your character was before so they might still be off by that factor.

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.

When you assign a character to UMotion for the first time, it stores all the position/rotation/scale values of all bones/transforms of that character (as reference pose). When you then re-assign the character another time, UMotion applies these stored reference pose. In your case, this "old" values seem to not be in-line with the characters current values. Thus the skinning produces this weird mesh that you see. This happens if the model was changed outside of Unity (using an external modeling application) or if you e.g. changed the scale in Unity's import settings or some other cases...

Please try the following:

  1. Backup your UMotion project.
  2. Assign your character to UMotion.
  3. In the pose editor, open config mode.
  4. In the "Configuration" fold-out click on "Apply Bind Pose".
  5. Your model should look normal again.
  6. Now click on "Save Reference Pose" to save your changes.
  7. Go back into pose mode.
  8. Unless you keyed position values, your animations should be working again. Existing position keys would still be scaled like your character was before so they might still be off by that factor.

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

Best regards,
Peter