Important Information: I'm out of office from August 13th until August 27th (inclusive). Your support requests might not get answered during that time frame, but I'm going to make sure to answer all of them on August 28th.

Thanks for your understanding.

Best regards,
Peter (Developer)

Answered

Can I convert from Wolf to Cat that have similiar sizes.

Xix 1 week ago updated 6 days ago 2

Hello I m thinking of buying this asset, but I m unsure if it will actualy help me.

I was wondering if this allows me to transfer animations from different 4 legged animals. Like animations from a Wolf to a Leopard. The wolf & Cat have similair sizes and booth have tails.

For this wolf I have like 100+ animations availble, while for the Leopard only like 14. I have this issue alot with assets while one offers a large amount of animations others provide nothing or the bare minimal. 

Answer

Hi,
thank you very much for your support request.

What you are looking for is called animation re-targeting (for 4 legged characters). Something neither Unity nor the Animation Converter is capable, I'm sorry.

Both are only capable of re-targeting human like (2 legged) characters.


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


Best regards,
Peter 

Answered

Conversion of animations in models of different sizes

rabberdakk 1 month ago updated 4 weeks ago 4

I have a Generic model and a Generic animation. These are models that are smaller than the other models (x0.6). When I convert this animation to Humanoid using Animation Converter. And I apply it to the other models (normal size, x1.0), the amount of movement in the animation is wrong. Large fluctuations are occurring. Perhaps the non-muscle movement (Root T or Foot T?) is not match.

As a counter to this problem, I changed the Scale Factor of the FBX Prefab registered to Output (Humanoid) in AnimationConverter to 1.6 and tried the conversion again. Then the animation wobble fixed!!

Image 1255

But, character has dived into the floor (idk why).

Image 1256


So I set Root Transform Position Y to minus in clip inspector and let it set on the ground.

Image 1257

I though everything seemed to work fine.

Image 1258


But when I enabled Foot IK, a monster was born. This monster floats in the air and spreads its legs...

Image 1259

I'm not sure how to solve this problem. Could you please advise me?

I think the animationConverter's dll needs a scale or an offset feature, though...?

Answer

Hi,

thank you very much for your support request.


Make sure that the humanoid version and the generic version of your character has the same size during conversion (ideally both should NOT be scaled i.e. scaling is 1). As you've already painfully noticed, humanoid doesn't do really well when the 3D model has scaling involved.

I hope this helps. Let me know in case you have any follow-up questions.

Best regards,
Peter

Add the feature to add suffix (e.g. humanoid, generic) to the converted animation

rabberdakk 1 month ago updated 1 month ago 1

Please add the feature to add suffix (e.g. humanoid, generic) to the converted animation.

NOTE: This issue has been resolved by contacting support previously

Answered

In what situations can this asset be used in?

Anonymous 2 months ago updated by Peter - Soxware Developer 2 months ago 1

hi. I bought this asset, but I have a lot of questions. What is the difference between changing an animation fbx file set as 'Generic' to 'Humanoid' in Unity Editor? Currently, I feel that it is no different from applying after changing the animation type from Generic to Humanoid in the Unity fbx Animation settings. I'm so curious about what situations this asset can be used in.

Answer

Hi,
thank you very much for your support request.

The Animation Converter provides possibilities to convert your animations in cases where you can't simply switch the FBX configuration. For example:

  1. In situation where you only have *.anim files but no *.FBX files, you need the Animation Converter to do the conversion.
  2. When you want to use a humanoid mocap animation on a generic character, you can't simply switch the configuration of the FBX file to generic (the resulting animation wouldn't work on the generic character as the mocap rig doesn't match the characters rig). The Animation Converter offers a convenient workflow to do this type of conversion.
    This is mostly useful for performance optimization as humanoid comes with a performance overhead.

For more information, please check the video tutorials on the Asset Store product page.


In the specific case you described (you have a humanoid compatible FBX and you want to change the configuration from generic to humanoid), it is not necessary to use the Animation Converter.

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

Best regards,
Peter

Answered

Can I convert a Generic Animation clip to a Humanoid type within a Script?

moonrjung 9 months ago updated by Peter - Soxware Developer 9 months ago 1

Hi, I bought this Asset. Good Job. 

I wrote a script which reads a bvh motion file and constructs a skeleton and animation clip (non-legacy) 
from it. This script also applies this animation clip in run time by using AnimatorOverrideController. 
I have no problem with animating the skeleton. 

But when I wanted to retarget the motion to a different human character, it did not work.

I found that the animation clip generated is of a generic type, not a humanoid type. 

Is there any way for me to convert an animation clip of a generic type to a humanoid type in the Script? 

I skimmed over the source code of the asset. I found the following method:

AnimationConverter.Convert(clipsToConvertList.ToArray(), configuration, out logMessages);

Is there any way for me to use this method from my script?

Answer

Hi,

thank you very much for your support request.

Yes you can access the Animation Converter's functionality via C# scripts. Here you can find the documentation of the Animation Converter's scripting API: https://www.soxware.com/animconverter-manual/ScriptingAPI.html

The Animation Converter's editor window uses the scripting API mentioned above. You can use it as a usage example.

I would recommend that before writing your code, try to do your conversion manually using the window. Then write your script that automates the steps you previously performed manually.

Please note that the functionality of the animation converter is only available at edit time. Your script needs to be placed in an "Editor" folder within your Unity project in order to work.

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


Best regards,
Peter

Answered

Animation doesn't work outside of Unity

Peter - Soxware Developer 1 year ago updated 1 year ago 1
Hi, @SoxwareInteractive

We have bought your tool "Animation Converter" to convert humanoid->generic animations.
During the process, we had encountered some issues and are wondering if buying "UMotion Pro" can fix it.

After the humanoid->generic animation conversion, the rotation curves on some bone transforms are broken into segments instead of a continuous curve. The yellow curve has several segments that jump from -180 to +180.

The original humanoid clip and the converted generic clip both played fine inside unity, but we exported the generic animation to FBX (using the official FBX exporter by Unity). And later opened them in MAX, and MAYA, that particular bone is flickering like crazy.

Is there anyway to fix it? Maybe some filters to auto fix -180 to +180 wrapping issue?

I have already tried AnimationCurve.SmoothTangents(), AnimationClip.EnsureQuaternionContinuity(); but that didn't fix the problem.

Thanks a lot in advance.

We are running into the exact problem. From humanoid -> generic, in Unity is ok as long as "Resample Curves" is used, but the animation doesn't work outside of Unity, since the keys in the converted animation are quaternion and not Euler interpolation.

Wondering if you have any suggestion,

Thanks!

Answered

Animation converter not converting anything

mohammed kasmi 1 year ago updated by Peter - Soxware Developer 1 year ago 1

Hello,

I need to convert  Generic to Human , but the converted output clip does not contain any animation. (it is in the origo )

I do everything as the youtube video show

What is the problem?

Thanks,

mohammed

Animation Converter Version:1.03
Unity Version:2018.4.8f1 Personal

Answer

Hi,
thank you very much for your support request.


This is how to convert from generic to humanoid:

  1. Make sure that the generic animation you want to play is playing correctly on your generic character (see below). Generic animations are only compatible with the generic character they have been created for!
  2. Select the generic character your generic animation is compatible with in Unity's project window. This should be an *.fbx file (not a prefab!). Press CTRL + D to duplicate that file.
  3. Select the duplicated file and change it to "humanoid" in the inspector ("Rig" tab). Click on the "Configure..." button and make sure that every bone is displayed in green and that your character is in a T-stance. Then click on "Apply".
  4. Now assign everything to the animation converter window and change the animation output type to humanoid.
  5. Click on configure. If you've followed the this instructions closely, it should work.

Most common issues are that the generic animation isn't compatible with the generic character or that the generic character and the humanoid character aren't an exact duplication of each other.

To test if the generic animation plays correctly on your generic character:

Select the animation in Unity's project window. Then click on the "human" icon in the lower right corner and click on "Other" in the appearing context menu.

Select EXACTLY the same generic prefab, that you've used in the animation converter. Now click on the play button in the preview window's upper left corner. Does the animation play? If not, then you are trying to play a generic animation on a different/incompatible generic character.

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

Best regards,
Peter

    Under review

    Animation converter not converting anything

    Lacasrac 1 year ago updated by Peter - Soxware Developer 1 year ago 9

    Hello,

    I need to convert Human to Generic or Legacy, but the converted output clip not contains any animation. (it is in the origo and stay in "jump" position or just "T" position)

    I do it everything as the youtube video show:

    https://forum.unity.com/threads/animation-converter-humanoid-generic-legacy.513433/

    What is the probleme? 

    Thanks,

    Leslie

    Answer

    Hi Leslie,

    thank you very much for sending me the files. The conversion works flawlessly for me. Please double check your settings with these:


    I'm sending you the converted push animation via email. Here is how it looks like:

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

    Best regards,
    Peter

      Answered

      Humanoid Full Body -> Generic FPS Arms

      CJofNDG 1 year ago updated by Peter - Soxware Developer 1 year ago 1

      I have seen a lot of asks for the reverse, but how would one attempt taking the Full body animation used in a third person, and convert to just a generic first person set of arms?

      I get that they dont have the same hierarchy, so is this just an impossibly? 

      Answer

      Hi,

      thank you very much for your support request.


      The method would basically be the same. You would need to add the missing bones to the generic arms (in a 3D modeling application) for it to become compatible with the humanoid animation system. Then you can play any humanoid animation on it. You can then either leave the extra bones (they are invisible anyway), or use the animation converter to convert to generic and then remove the extra transforms from the transform paths inside the animation so that it becomes compatible with your "arms only" model.

      Please note that some manually cleaning-up of the animation is most probably required, as the humanoid re-targeting algorithm has limited precision.

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


      Best regards,
      Peter

      Not a bug

      Humanoid > Generic root motion rotation incorrect

      john manna1 2 years ago updated by Peter - Soxware Developer 2 years ago 15

      When creating a generic animation from a humanoid animation with rootmotion enabled it is missing the rotation from the animation.  As seen in the youtube video, when previewing, the red arrow no longer follows the avatar.  This causes the avatar to face the wrong way during gameplay.  Is this a bug with conversion or did I configure something wrong?  All other converted animations seem to work correctly.

      Youtube video
      Answer

      Hi John,

      thank you very much for your patience.


      I've taken a look at the files you've provided. Please note that the root rotation is displayed by the blue arrow in the preview window, not by the red arrow (source: https://answers.unity.com/questions/406968/mecanim-animation-preview-window-blue-and-red-arro.html) so the animation does contain root rotation. I've also verified this in another way: When previewing the animation (or playing it at runtime using the animator component) once the clip finishes playing for the first time, the character's pose isn't reset back to zero but continues playing (the next loop) from the current pose.

      Please note that the root motion settings (of the source animation clip but also of the exported animation clip) might also be a reason why you're animations don't behave the way you expect them to be.

      If you want to add an offset to your root motion curves, you can do this using Unity's animation window (using the RootT, RootQ curves) or in the inspector of the exported animation.

      Please let me know in case you need any further assistance.

      Best regards,
      Peter