Fixed

humanoid changes to generic

Robin 8 months ago updated by Peter - Soxware Developer 4 weeks ago 11

Hi Peter

Sorry to keep troubling you

just a little background

I mostly use unity for animations not game making

I make my assets in 3ds max then rig in mixamo (as I hate rigging and waiting to render in 3ds max )

and use mixamo animations

I then import ito unity

i bring in the fbx model in the inspector I set as humanoid as I always use the time line I love the time line.

then import the fbx anims setting them to humanoid

then ctl d the anim and delete the fbx

I then have a folder full of anims to work with

(with your great asset I can see that I can make my animations 100/ better

the more I play with it the better I like it and wish id bought it sooner)

so I was testing out started a new clean unity project

Imported 2 characters rigged in mixamo

and some animations

I started editing the animations in Umotion added a layer additive (love the layers)

saved my animation as anim new file(Anim_Waving_Altered)

then tried to load to make another alteration to the file

but get

this clip of type "generic" uses a different rig change the clip to humanoid

so I loaded my other character in umotion then loaded the clip no problem

in the timeline the clip is still happy if it was generic it wouldn't work in there?

ive uploaded to your Dropbox

it is the yoshi model that is effected not the jack model

thanks for your time Robin

UMotion Version:
V1.22p01
Unity Version:
2019.3.6f1

Answer

Answer
Fixed

Fixed in UMotion V1.22p02.

GOOD, I'M SATISFIED

fantastic customer service so quick and helpful

Satisfaction mark by Robin 7 months ago
Working on fix

Hi Robin,
thank you very much for your support requests.

"i bring in the fbx model in the inspector I set as humanoid as I always use the time line I love the time line."

Unity's Timeline also supports generic. If you don't plan to use animation re-targeting (i.e. use the animation on multiple different characters) I highly recommend keeping all your animations as generic. Generic is exactly the animation that you've created in Max, humanoid is your animation converted to "Muscle" space. This conversion reduces the quality of your animation. More information about humanoid: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

"then ctl d the anim and delete the fbx"

You don't necessarily need that step. You can select the *.fbx in UMotions clip import dialog. You can also export back to your *.fbx (so that you have an animation that you can use both in Unity and in 3ds max). When exporting to *.FBX, set "Write Mode" to "Update Existing File" and select the *.FBX of your original animation as destination.

"then tried to load to make another alteration to the file"

Please always keep your UMotion project (especially when working with humanoid). If you decide to do an additional change, re-use your project. Don't create a new UMotion project and re-import the animation (especially when using humanoid as this reduced the animations quality with every import/export cycle due to the lossy nature of the humanoid animation format).

"then tried to load to make another alteration to the file

but get

this clip of type "generic" uses a different rig change the clip to humanoid"

Thanks for sending me the files. This seems to be a UMotion bug (the *.anim is indeed a humanoid animation and UMotion seems to incorrectly detect it as a generic animation). I'm looking into a fix. Thanks for reporting.

Best regards,
Peter

hi peter thanks for you speedy reply

"Unity's Timeline also supports generic. If you don't plan to use animation re-targeting" i

re targeting is the best thing about unity humanoid i use it all the time

"You don't necessarily need that step.  You can select the *.fbx in UMotions clip import dialog"

yes i see that 

but by deleting the fbx i just have one folder of animations

as in the time line if you right click add animation it brings up both anims one in the fbx and one not ( i know i can drag and drop on the timeline)

" I'm looking into a fix. Thanks for reporting"

if i can help in anyway just ask ill test anything you ask

as i love your software but cant use it at the moment as it is giving m=e these problems but i know you will fix it i wish other developers were as good as you 

as soon as its working i will leave a glowing review of this fantastic software

cheers Robin

ps a small bug i found that isn't important but i can see you are a perfectionist and like you software to be perfect

if you add a adaptive layer make some changes delete all layers except default layer then add a adative layer the changes you made are on the new additive layer (could be good if you've changed your mind tho)

"if you add a adaptive layer make some changes delete all layers except default layer then add a adative layer the changes you made are on the new additive layer (could be good if you've changed your mind tho)"

Thanks for reporting this. Yes this is indeed a bug and I'm going to fix this.

Answer
Fixed

Fixed in UMotion V1.22p02.

thanks peter ill update as soon as its released thanks

Thanks, looking forward to your feedback. The update is already submitted to the Asset Store. It usually does take them one or two days to review and release the update.

Best regards,
Peter

hi peter you are so quick thought this would take a while

thanks 

it works great 

only one little problem (which is worse on a character with short arms ie yoshi) is if you put a clip on say robot kyle

look at it in the timeline or the inspector preview the arms are where they were placed during the animation creation.

if you put the clip in umotion don't alter it but save as a anim. or fbx new file the arms ar a lot closer to the body ?

any way thanks again for your quick an great service

cheer Robin

This behavior depends on the "Animator IK" setting (when importing the animation clip into UMotion) and if you are using IK in the inspector preview or not (see IK toggle button). Animator IK is trying to get the arms to the position they had in the original animation. More information can be found in this blog post (headline "Original hands and feet position"): https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

ok peter  thanks i thought it was a setting i was missing and thanks again for your time

Hi, just got Animation Converter and it looks great.

I need to convert anims from one Generic character to another Generic character.

Although I have one problem ...

I have been in this business a long time but never worked with Generic rigs.

I have always just rigged in Mixamo or in the old days created my own in 3DSMax.

Is the difference between them and Humanoid just the naming of the bones??

Can anyone please point me to a tutorial or some other source that would explain what a Generic rig is??

Thank you.

Hi JohnH,

thank you very much for your support request.

The generic rig is the original rig as you create it in e.g. 3DS Max. Humanoid on the other hand is Unity's animation system that does animation re-targeting (i.e. it tries to play an animation originally created for character A on character B, with as least difference as possible). Sharing an animation directly between generic characters is only possible if the rig is precisely the same (same initial orientation and size of bones, equal hierarchy and naming).

To re-target an animation between generic characters you would need to use humanoid in between (using 2 conversion steps with the Animation Converter):

  1. Convert the generic animation of generic character A to humanoid using a humanoid version of character A.
  2. Convert the humanoid animation using a humanoid version of character B to generic using the generic version of character B.


Here is a detailed blog post about humanoid and the animation re-targeting: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

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

Best regards,
Peter