Answered

New animation skeleton result

Anonymous 9 months ago updated 9 months ago 2

Hi,

When creating a new animation with UMotion, using an existing animation as a “base”, which skeleton is the resulting animation mapped to?

is it mapped to the character you’re using or the skeleton from the animation you started with?


Basically, I’d like to us UMotion Editor to tweak and modify animations for a given skeleton and then export them out to use in other tools, but those other tools require the animation and model to share a skeleton.

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,

thank you very much for your support request.


If the animation you want to import/edit in UMotion is of type generic, then it has to use the same skeleton as the character that was used to setup the UMotion project. If you are working with humanoid, than you can import any other humanoid animation into UMotion.

When you export your animation from UMotion (using *.FBX), the *.FBX is going to use the skeleton of the character that was used in UMotion. 3D party modeling applications like Blender can then be used to edit that animation (on that specific character).


Quick Tip: When exporting to *.FBX I recommend to set "Write Mode" to "Update Existing File". This allows you to export your animation directly into the *.FBX of your character. This ensures best compatibility with Unity humanoid and also best compatibility with 3D party modeling applications.

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.


If the animation you want to import/edit in UMotion is of type generic, then it has to use the same skeleton as the character that was used to setup the UMotion project. If you are working with humanoid, than you can import any other humanoid animation into UMotion.

When you export your animation from UMotion (using *.FBX), the *.FBX is going to use the skeleton of the character that was used in UMotion. 3D party modeling applications like Blender can then be used to edit that animation (on that specific character).


Quick Tip: When exporting to *.FBX I recommend to set "Write Mode" to "Update Existing File". This allows you to export your animation directly into the *.FBX of your character. This ensures best compatibility with Unity humanoid and also best compatibility with 3D party modeling applications.

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

Best regards,
Peter

Perfect, thank you very much!