Answered

FK to IK Conversion adding extra keys

Sean W 4 years ago updated by Peter - Soxware Developer 4 years ago 1

I have a clip using FK, and when I click "Edit>FK to IK Conversion", extra keys get added every frame between my existing keys. Do I need to manually delete these extra keys or do they serve a purpose I'm missing?

UMotion Version:
1.20p04
Unity Version:
2019.1.0f2

Answer

Answer
Answered

Hi Sean,

thank you very much for your support request.

When you convert your animation from FK to IK, UMotion has to re-sample your animation. That means that it has to goe through the animation frame by frame. If the pose on the current frame and on the previous frame is different, it has to create keys at the current frame. In your case, the animation curves might introduce changes between your placed key frames so in order to match that movement as close as possible, UMotion is going to create keys at these in-between places too.

You can delete the newly introduced keys manually (tip: keep the FK keys so that you know where the original keys have been), but you might need to play with the animation curves of your new key frames to match the original FK animation. Setting the display option of the "Rig Layer" to "Both" is going to show you the bones of the FK layer and the IK layer at the same time, making it easy to compare your IK animation with the original FK animation.

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

Best regards,
Peter

Answer
Answered

Hi Sean,

thank you very much for your support request.

When you convert your animation from FK to IK, UMotion has to re-sample your animation. That means that it has to goe through the animation frame by frame. If the pose on the current frame and on the previous frame is different, it has to create keys at the current frame. In your case, the animation curves might introduce changes between your placed key frames so in order to match that movement as close as possible, UMotion is going to create keys at these in-between places too.

You can delete the newly introduced keys manually (tip: keep the FK keys so that you know where the original keys have been), but you might need to play with the animation curves of your new key frames to match the original FK animation. Setting the display option of the "Rig Layer" to "Both" is going to show you the bones of the FK layer and the IK layer at the same time, making it easy to compare your IK animation with the original FK animation.

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

Best regards,
Peter