Answered

Humanoid to Generic

Anonymous 3 months ago updated by Peter - Soxware Developer 2 weeks ago 4

I have some humanoid animations that dont work with my generic animations. Is it possible to convert/retarget humanoid animations to a generic skeleton with this? Will it take care of the name hierarchy and scale too?

UMotion Version:
Unity Version:
2020

Answer

Answer
Answered

Hi,
thank you very much for your support request.

You can only re-target your humanoid animation to your generic character if your generic character can be configured as humanoid. In that case you would just need to duplicate your character and configure the duplicated version as humanoid. Create a new UMotion project of type humanoid and then import the humanoid animation clip. Then create a generic UMotion project for the generic version of your character and import the humanoid UMotion project (via regular clip import) into the generic project. Now you can export the animation as generic.

My Animation Converter asset does it in a similar way but it has an optimized workflow for this conversion and is thus faster (requires less clicks).


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

Best regards,
Peter

Original Post made by me, forgot to sign up 

Answer
Answered

Hi,
thank you very much for your support request.

You can only re-target your humanoid animation to your generic character if your generic character can be configured as humanoid. In that case you would just need to duplicate your character and configure the duplicated version as humanoid. Create a new UMotion project of type humanoid and then import the humanoid animation clip. Then create a generic UMotion project for the generic version of your character and import the humanoid UMotion project (via regular clip import) into the generic project. Now you can export the animation as generic.

My Animation Converter asset does it in a similar way but it has an optimized workflow for this conversion and is thus faster (requires less clicks).


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

Best regards,
Peter

Hey Peter,

Thank you so much for your reply. Sorry for my late response, a lot has been happening lately so I decided to put my focus on other parts of my game. 

Could you explain how your Animation Converter asset would work in this case? I'm considering buying it to add to the Blender > Unity workflow. So I guess it does fix any naming convention errors in the rig?

And can UMotion provide IK for Generig rigs?

Thank you,

David

Could you explain how your Animation Converter asset would work in this case? I'm considering buying it to add to the Blender > Unity workflow. So I guess it does fix any naming convention errors in the rig?

This would be the workflow:

  1. Duplicate your generic character and configure the duplicated version as humanoid.
  2. Assign your humanoid animation to the animation converter.
  3. Set the output animation type to "generic".
  4. Assign the humanoid version of your character to the "Input (humanoid)" field and the generic version of your character to the "Output (generic)" field.
  5. Click convert to convert your animation.
And can UMotion provide IK for Generig rigs?

Yes, but please note that the IK rig is only available while editing/creating an animation via UMotion. The results are then baked into the exported animation, thus IK does not need to be executed at runtime (--> saves CPU performance).

Please let me know in case there is anything else you want to know.

Best regards,

Peter