Answered

Missing "Local Position" Channels on all bones except the hip?

Anonymous 4 years ago updated by Peter - Soxware Developer 4 years ago 8

If you go to Pose Mode->Channels with a selected bone ONLY the hip has position as a possibility. ALL other bones can only be animated with rotation????

I just bought umotion pro and I am using "all star characters" from the asset store....

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Moving the local position of human bones is not supported (and is probably not what you are looking for, as real life humans are not moving the local position of there bones as that would mean that the bone moves out of the joint). I think what you are looking for is Inverse Kinematics. The quick start tutorial shows you how to quickly setup and use IK:

For more information, please check out the full-length IK tutorial:

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

Best regards,
Peter

this is a huge problem with the feet for example because you have to be able to move the feet location in order to even walk. I can't do anything with this? any thoughts?

Answer
Answered

Hi,
thank you very much for your support request.

Moving the local position of human bones is not supported (and is probably not what you are looking for, as real life humans are not moving the local position of there bones as that would mean that the bone moves out of the joint). I think what you are looking for is Inverse Kinematics. The quick start tutorial shows you how to quickly setup and use IK:

For more information, please check out the full-length IK tutorial:

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

Best regards,
Peter

InverseIK is EXACTLY what I needed. THANKS. Do you have any tips to keep the feet at the same level while trying to move stance/position? I wish it was possible to lock a "floor" position for the feet so you can not go below a certain point

What you are looking for is called IK Pinning. IK Pinning is using the Child-Of constraint under the hood so please watch the Child-Of tutorial and then the IK Pinning tutorial:

Best regards,
Peter

I want to say thank you again because most of the time videos from things on then asset store and the asset store itself has had a horrible reputation of horrible products/customer service. You sir, are a king in my book!

My only last question is do you suggest final ik over any other ik system to be used within unity? Truly the only thing missing now is the ability to make ik's from within unity properly.

I'm sorry to be more specific i'm looking for a way to rig inside of unity

Thanks for your nice words. That means a lot to me.

Final IK is great, I can recommend it. I haven't tried all of the available solutions but I'm pretty sure there are other great solutions, too.

You can use Final IK (or other IK solutions) together with UMotion. That way you can animate only the IK target (for Final IK) within UMotion (and preview the results using Final IK). You can decide if you want to bake the effect of Final IK into your animation or if you want to let Final IK calculate everything during runtime.

For further information on how to use UMotion with custom IK solutions, please check out the following chapter in the manual: "Pose Editor/Options" (see headline "Extending UMotion").

Let me know in case you need further help.

Best regards,
Peter