Answered

Add Constraint button not active (so cannot add a custom property constraint)

Alan Kent 3 years ago updated 3 years ago 2

I found the section of the manual describing how to add custom component property constraints. But when I go to add a new constraint, the button is deactivated so I cannot add a new constraint. It did add all the blendshapes successfully when loading the character, but I cannot work out how to add a new one.

I create a new project of type Humanoid (because character is humanoid), import the FBX file, then in the Pose panel I go to Config Mode, under Configuration I pick "Constraints". The button is not active, so I cannot add a new one.

I have a component on the character with a float property I want to animate. I tried creating a "Generic" project, but then it refused to load the character saying it was humanoid.

Image 519

UMotion Version:
1.22p13
Unity Version:
2020.1f2.1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

You need to select a valid transform in the "Rig Hierarchy" tree to which you want to add a constraint. I'm going to display a "No bone/transform selected" text in one of the next updates to make this more clear. Thanks for pointing that out.


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


Best regards,

Peter

GOOD, I'M SATISFIED
Satisfaction mark by Alan Kent 3 years ago
Answer
Answered

Hi,
thank you very much for your support request.

You need to select a valid transform in the "Rig Hierarchy" tree to which you want to add a constraint. I'm going to display a "No bone/transform selected" text in one of the next updates to make this more clear. Thanks for pointing that out.


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


Best regards,

Peter

Ah! Got it. Yes, once I selected a bone I could add a constraint. The "constraint" is unrelated to any of the bones, but I can animate it now.

Note: There is a message that comes up at the moment - it just was not clear to me about attaching a custom property constraint to a bone that was not affected. But the docs do say "The Custom Property can be attached to a completely different joint/transform than the component that should be animated." It was not intuitive (to me), but it does work!