Answered

Problems with custom curves and FBX export

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

I bought the Pro Version but I am having some issues. I want the animation curves that Unity lets you set (I use it to play footfalls at points in the animation) but that only works on FBX Files. My Umotion .Anim files are really good, but no matter how much I tinker with it the results on an FBX export are terrible. I have to choose between giving up my Unity's native functionality (Curves) or find a way to turn your .Anim files into FBX that doesn't distort them beyond usability.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,
thank you very much for your support request.

"I want the animation curves that Unity lets you set (I use it to play footfalls at points in the animation) but that only works on FBX Files."

A common way to implement foot step sounds, is by using animation events (see video tutorial). Custom curves (like the one you can set in the animation import Inspector) are also supported by UMotion (add a "Custom Property Constraint" in "Animator Parameter" mode; more information in the manual at "Pose Editor/Constraint System/Custom Property").

Both are supported for *.anim and for *.fbx export.


"My Umotion .Anim files are really good, but no matter how much I tinker with it the results on an FBX export are terrible."

Are you using humanoid? In that case, make sure to export the animation into the *.FBX file of your character instead of exporting into a new *.FBX file (in the export settings set "Write Mode" to "Update Existing File"). This ensures that the correct humanoid avatar setup is used by Unity when it imports the *.FBX animation as "humanoid".

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.

    "I want the animation curves that Unity lets you set (I use it to play footfalls at points in the animation) but that only works on FBX Files."

    A common way to implement foot step sounds, is by using animation events (see video tutorial). Custom curves (like the one you can set in the animation import Inspector) are also supported by UMotion (add a "Custom Property Constraint" in "Animator Parameter" mode; more information in the manual at "Pose Editor/Constraint System/Custom Property").

    Both are supported for *.anim and for *.fbx export.


    "My Umotion .Anim files are really good, but no matter how much I tinker with it the results on an FBX export are terrible."

    Are you using humanoid? In that case, make sure to export the animation into the *.FBX file of your character instead of exporting into a new *.FBX file (in the export settings set "Write Mode" to "Update Existing File"). This ensures that the correct humanoid avatar setup is used by Unity when it imports the *.FBX animation as "humanoid".

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

    Best regards,
    Peter