Answered

UMA Models Not Working

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

I am trying to edit animations for a UMA character using UMotionPro. Whenever I try to drag in the UMA model I get the error same as this post: https://support.soxware.com/communities/1/topics/323-only-avatars-created-by-unity-model-importer-are-supported-umotion

I have tried the steps in that post and am still getting the same error message. Here are the exact steps I followed.

1. Installed Unity FBX Exporter
2. Exported the UMA character in runtime
3. Changed the "Avatar Definition" to "Create From This Model"
4. Added an animator component to the prefab
5. Attempted to drag the character into the post editor, getting the same error

Do I need to use Model Importer or something or how do I go about getting UMA characters to work with UMotion?

Thanks!
UMotion Version:
most recent
Unity Version:
2019.3.0b6

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Ok so you've already exported your UMA character to *.FBX. That's perfect. Please make sure that the following steps are performed correctly:

Select the exported *.FBX and make sure that it is setup correctly --> Open the "Rig" tab in the Inspector and ensure that "Humanoid" is selected and that "Avatar Definition" is set to "Create From This Model". Click on "Configure..." and make sure that all bones are shown in green and the character is in a T-pose.


Now, drag & drop that *.FBX file into your scene. The created character instance should automatically have an animator component attached. Create a new UMotion project of type "humanoid" and assign the character to it. This should work without giving you a warning message.

The important part is that your character really is an instance of your exported *.FBX.

Please let me know if you need any further assistance.

Best regards,
Peter

Answer
Answered

Hi,
thank you very much for your support request.

Ok so you've already exported your UMA character to *.FBX. That's perfect. Please make sure that the following steps are performed correctly:

Select the exported *.FBX and make sure that it is setup correctly --> Open the "Rig" tab in the Inspector and ensure that "Humanoid" is selected and that "Avatar Definition" is set to "Create From This Model". Click on "Configure..." and make sure that all bones are shown in green and the character is in a T-pose.


Now, drag & drop that *.FBX file into your scene. The created character instance should automatically have an animator component attached. Create a new UMotion project of type "humanoid" and assign the character to it. This should work without giving you a warning message.

The important part is that your character really is an instance of your exported *.FBX.

Please let me know if you need any further assistance.

Best regards,
Peter