Answered

Synty Models No Face Bones?

Edward-UK 1 month ago updated by Peter - Soxware Developer 1 month ago 1

I've been editing mixamo animations (and creating new ones) on Synty avatars. While it recognises everything else fine, the face bones (eyebrows, eyeballs) do not appear on the rig, which is limiting. What can I do? Thanks

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi Edward,

thank you very much for reaching out.

If you have your character's configured as "humanoid", only a limited number of face bones is supported by the humanoid system itself:

  • Jaw
  • Left Eye
  • Right Eye

You can assign bones to this role in the humanoid avatar editor:

To access the avatar editor, select your model's source file (e.g. fbx), then open the "rig" tab and click on the "Configure..." button. When changing the avatar, you need to create a new UMotion project file for your character for the changes to take affect.

It is also possible to animate any other generic face bone, but those bone's won't be re-targeted by the humanoid animation system. That means that when the animation is played on a different humanoid character (with a different rig), the face bones not defined in the humanoid avatar will be ignored.

To animate any other generic (facial) bone in UMotion, you simply need to enable them: Go into config mode, select the bone you want to enable from the rig-hierarchy. Then open the properties tab and set "Visbility" to "Show".

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

Best regards,
Peter

Answer
Answered

Hi Edward,

thank you very much for reaching out.

If you have your character's configured as "humanoid", only a limited number of face bones is supported by the humanoid system itself:

  • Jaw
  • Left Eye
  • Right Eye

You can assign bones to this role in the humanoid avatar editor:

To access the avatar editor, select your model's source file (e.g. fbx), then open the "rig" tab and click on the "Configure..." button. When changing the avatar, you need to create a new UMotion project file for your character for the changes to take affect.

It is also possible to animate any other generic face bone, but those bone's won't be re-targeted by the humanoid animation system. That means that when the animation is played on a different humanoid character (with a different rig), the face bones not defined in the humanoid avatar will be ignored.

To animate any other generic (facial) bone in UMotion, you simply need to enable them: Go into config mode, select the bone you want to enable from the rig-hierarchy. Then open the properties tab and set "Visbility" to "Show".

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

Best regards,
Peter