Answered

I want to use the animations I created with other avatars.

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

I often change the avatar I use, but since Umotion does not allow multiple avatars in one project, I export the animation and import it.

Is there any other way to do this, since this does not preserve the key pose and curve data?

My English is not very good, so I apologize if I am wrong.

UMotion Version:
1.29
Unity Version:
2019.4.31f1

Answer

Answer
Answered

Hi,

thank you very much for your support request.

So technically speaking, an animation made for character A never works directly on character B. That's why Unity introduced the "humanoid animation system" which is a so-called "animation re-targeting system". In other words, humanoid takes an animation A as input, and converts it into an abstracted/normalize format that humanoid then tries to play as similar as possible on any other character configured as humanoid. This does come with quality losses though (if you think about it, it really has to loose quality as characters often have different body proportions etc. so this can't be a 1:1 transition).

Very interesting article how this re-targeting works under the hood: https://blog.unity.com/technology/mecanim-humanoids

So in other words, without export your animation to humanoid first and then re-import it for your other character (in UMotion) you won't be able to edit the animation on that other character. But be warned that every export/import step might introduce some loss of quality due to the animation re-targeting.

So usually, you would only create the animation using a single character, export the animation as humanoid and then use it on any other humanoid character.

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.

So technically speaking, an animation made for character A never works directly on character B. That's why Unity introduced the "humanoid animation system" which is a so-called "animation re-targeting system". In other words, humanoid takes an animation A as input, and converts it into an abstracted/normalize format that humanoid then tries to play as similar as possible on any other character configured as humanoid. This does come with quality losses though (if you think about it, it really has to loose quality as characters often have different body proportions etc. so this can't be a 1:1 transition).

Very interesting article how this re-targeting works under the hood: https://blog.unity.com/technology/mecanim-humanoids

So in other words, without export your animation to humanoid first and then re-import it for your other character (in UMotion) you won't be able to edit the animation on that other character. But be warned that every export/import step might introduce some loss of quality due to the animation re-targeting.

So usually, you would only create the animation using a single character, export the animation as humanoid and then use it on any other humanoid character.

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

Best regards,
Peter