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)

Not a bug

Humanoid > Generic root motion rotation incorrect

john.manna1 3 weeks ago updated 5 hours ago 13

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.

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

Not a bug

Animations with Invalid File Characters in the Names won't Convert

JDelekto 1 month ago updated by Peter - Soxware Developer 1 month ago 1

I am trying to convert several generic animation clips from an FBX file in an asset to Legacy.  Everything has been set up correctly, but when I attempt to convert, I get the error that there are invalid characters in the filename and that additional information has been logged to the console.

Unfortunately, nothing is logged to the console.  The clips that I am trying to convert have names with the pipe "|" character in them (this is how I received them), so I can only surmise that the tool is trying to create a filename from the actual animation clip name and of course the '|' character is going to fail.

Just a suggestion, but if animation clips can contain characters that are invalid filename characters, either map them to a valid character (i.e. replace '|' with '_') or perhaps give the user the option to supply a new name for the animation clip for the output file.

Thank you for your consideration!

Answer

Hi,

thank you very much for your support request.

I just double checked, the '|' character is indeed considered as invalid character. Thanks for suggesting the automatic re-naming, this is a good idea and I'm considering this for a future update.


You can re-name the animation files of the FBX manually. Expand the *.FBX file in Unity's project window (by clicking on the arrow next to it). Select the animation clips you want to convert and press CTRL + D. This is going to create duplicated versions of the clips as separate files. You can now re-name them (in case Unity hasn't adjusted their names already automatically). Now use this *.anim clips inside the animation converter.


Please let me know in case you have any follow-up questions or if this doesn't work for you.


Best regards,
Peter

Answered

Offset from Root Motion Centre

Devleppard 2 months ago updated by Peter - Soxware Developer 1 month ago 5

I stumbled upon a problem, when I convert a humanoid animation to a generic rig and apply root motion, my root motion is offset by a fixed amount in X and Z. The original and the humanoid animations both have the root centered.

The rotations of both animations match up correctly

I double-checked the rigs being setup correctly and the right bones being defined in the root motion.


Answer

Ah ok I get your point, thanks for the clarification.

I think I know where you're problem is coming from: Before you do the conversion, you need to make sure that your humanoid animation's root motion settings are setup correctly (in order to keep the root motion offset). Select the *.FBX file that contains your source animation (or if your source animation is a *.anim file, select this one). Then in the Inspector, adjust the root motion settings to this:


As you can see in the preview, your humanoid character now has the root motion pivot centered (and runs in a spiral around it). Now perform the conversion and your root motion should work as expected.


Quick tip: You can try to preview the humanoid animation on the humanoid version of your character by dragging & dropping your humanoid character into the preview window of the animation. The converted animation should look exactly like that. If you have quality issues, you need to tweak the humanoid avatar settings of your character.


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


Best regards,
Peter

Answered

Convert FBX animation downloaded from cloud to Humanoid

Anonymous 6 months ago updated by Peter - Soxware Developer 6 months ago 1

Hi all,

I'm very interested in Animation Converter, but I'm not yet sure if it can do what I'm looking for.

I have many FBX animations in the cloud, and I'm downloading them to a device. I am using another asset to load the FBX at runtime, but by default Unity imports these animations as Generic, so it doesn't work with my Humanoid rig at runtime. However, if I manually import the FBX and convert it to Humanoid, it works with my Humanoid rig.

So now my question: if I download the animation from the cloud, can I get the animation to work with my Humanoid rig if I run it through Animation Converter at runtime? How complicated is it to convert the Generic animation to Humanoid?

Thanks a bunch!

Answer

Hi,
thank you very much for your support request.

Unfortunately the Animation Converter can only be used from inside the Unity editor (as it depends on some editor only API).

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

Best regards,
Peter

Answered

Lost the root on converted animations

Jb Andre 12 months ago updated by Peter - Soxware Developer 11 months ago 3

Hello I lost the root of the humanoid animation converted to generic do you know why ? 

Answer

Hi,

thank you very much for your support request.

Please make sure that in your generic character's "Rig" tab (shown in the Inspector), you have set the Root Node to the same transform that is used as "hips" in your humanoid avatar configuration (shown when clicking on "Configure..." in the Rig tab of your humanoid character).


If this doesn't help, please send me everything I need to reproduce your situation so that I can further investigate via the email support form. You can request a link to my Dropbox (via email) in case the file size exceeds the limit.

Best regards,

Peter

Fixed

Humanoid -> Generic -> uMotion Root Motion Issue

Stephen Woolcock 12 months ago updated by Peter - Soxware Developer 11 months ago 6

Hi!

I'm attempting to convert some Humanoid animations to Generic animations which I'd like to then import into uMotion for editing. The conversion mostly works, however the root motion appears to be lost and/or incorrect in the final .anim file that is produced.

The input Humanoid out output Generic rigs both have root motion setup correctly and working. Root motion works in the inspector preview and within the game at runtime. After using Animation Converter to convert this Humanoid animation to Generic, the root motion no longer works correctly.

Here's a video of an example the the full process so you can see what is happening. Note that selecting "Loop Pose" makes the preview root motion appear to work - but once this is imported into uMotion, the root motion data is completely gone (see second video).

Is there something I'm missing here? How can I bring a converted Humanoid -> Generic animation with its original root motion into uMotion?

Answer

This problem is fixed in Animation Converter V1.03. Thanks for reporting.

Best regards,
Peter

Answered

Animation Converter Question...

Anonymous 12 months ago updated by Peter - Soxware Developer 11 months ago 1

Hello,

I have U-Motion Pro and I love it...


Regarding the Animation Converter (haven't purchased yet) - my main character is a Generic model that can't be converted to Humanoid in the Unity Rig Import settings because he lacks certain features (such as hands & feet). It's a very simplistic model.

Do you think Animation Converter will still work with my generic model? Looking to convert basic humanoid run & jump animations.

Thanks!

Answer

Hi,
thank you very much for your support request and your nice words.

Unfortunately it is not possible to convert between generic/humanoid if your character is not compatible with humanoid.


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


Best regards,

Peter

Answered

Workflow for existing prefabs?

Maxim 1 year ago updated by Peter - Soxware Developer 1 year ago 5

Hello,

I am trying to figure out what to do for my quite specific setup. Any help would be greatly appreciated.

I have a prefab that was created programmatically from a mocap. It uses a "legacy" type animation. In Unity this prefab looks like this:

What I want to accomplish is to upgrade it for modern Mecanim/Humanoid.

I managed to extract the animation clip (*.anim) from this prefab, then opened Animation Converter and placed the clip into the upper box. Then I created a new prefab to be my target (let's say I can use Robot Kyle here). If I understand correctly, I also have to provide the "source prefab" to Animation Converter. It doesn't let me do it, though, complaining that only an Animator or an Animation component must be attached to the Prefab.

I tried to create an empty prefab and placing my animation there, but in this case I just obtain an empty animation as a result. What should I do?

Answer

Hi,

thank you very much for your support request.

When converting from generic or legacy to humanoid the following requirements need to be full-filled:

  1. You need to provide the model/prefab of the character the animation has been originally generated for.
  2. You need to provide an exact duplication of that model/prefab but configured as humanoid.

That means that you would need to duplicate the prefab and try to see if you can configure it as humanoid (but I think Unity doesn't support changing the configuration of prefabs, it's only supported for models).

The other way that would allow you to convert your animation to humanoid would be to export the animation to *.fbx (using UMotion Pro for example). If you don't own UMotion Pro and only need one animation to be converted, I can do that for you if you want.

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

Best regards,
Peter

Answered

Y, Z axis

donbonbon 1 year ago updated by Peter - Soxware Developer 1 year ago 3

Hi,

Assuming I use BVH file where Y axis is up and Z is forward.

My need then is to export it into Blender mofify the keys.

I would like to know i it's possible to convert the FBX si when it I use it with Blender the local axis z, Y are switch so they match the Blender settings. , i.e. Z up and Y forward. 

Can you kindy advise?

Yariv

Answer

Hi,
thank you very much for your support request.

I'm not that experienced with Blender but you might want to check out the "Manual Orientation" option Blender has when importing a *.FBX file (into Blender):

Btw. I just noticed that Blender also has this option when importing from *.BVH:

I hope this helps.

Best regards,
Peter

Answered

it is possible to convert .anim in FBX or in .blend ? To work with Mocap in Blender...?

Genronimo 1 year ago updated 1 year ago 2

Helo ! I would like to know if with this asset i can convert some mocap animation in .Blend ou in FBX for import in Blender.
Or existing an other way to import Mocap in Blender........

Thanks for your answer !

Answer

Hi,
thank you very much for your support request.

The Animation Convert can't convert animations to *.FBX. But you can use my UMotion Pro asset for exporting *.anim files to *.fbx:

1) Create a new UMotion project and assign the character that you want your animation to play on.

2) Import the humanoid *.anim animation into UMotion.

3) Click on the gear icon to open the settings:

3 a) Set "File Type" to "FBX Binary"

3 b) Set "Write Mode" to "Update Existing File"

3 c) Select the *.fbx file of your character that you assigned to the UMotion project previously as destination file. UMotion is then exporting the animation into that *.fbx file. If you're character is a *.blend file, export it to *.fbx from Blender and then start again from step 1).

4) Open the *.fbx file of your character in Blender. It now has the animation attached.


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


Best regards,
Peter