Answered

using IK at runtime

mite51 9 months ago updated by Peter - Soxware Developer 9 months ago 1

I was really hoping to use uMotion at runtime for user generated animation content. I was disappointed to find that it will only generate unity asset animations and none of the IK code can be extended or used at runtime. Do you have any suggestions for how I might use uMotion in that way, or am I completely out of luck?

UMotion Version:
latest
Unity Version:
2019.3

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Like a 3D modeling application, UMotion generates animation files (*.anim or *.FBX) that contain all your IK data in a "baked" form. This ensures max. performance during runtime.


You can combine UMotion with runtime IK solutions (e.g. FinalIK, custom scripts) via the UMotion callback system. That way you can preview the IK effect inside UMotion and decide if the results should be baked into the final animation or if you want to execute IK during runtime.

For further information, please check out the manual (click at the info button highlighted in the screenshot below):

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.

Like a 3D modeling application, UMotion generates animation files (*.anim or *.FBX) that contain all your IK data in a "baked" form. This ensures max. performance during runtime.


You can combine UMotion with runtime IK solutions (e.g. FinalIK, custom scripts) via the UMotion callback system. That way you can preview the IK effect inside UMotion and decide if the results should be baked into the final animation or if you want to execute IK during runtime.

For further information, please check out the manual (click at the info button highlighted in the screenshot below):

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

Best regards,

Peter