Answered

Import blender humanoid

giantkiller 2 weeks ago updated by Peter - Soxware Developer 1 week ago 1

I have a mesh that I modified in Wings3d that I pulled into Blender and rigged with Rigify humanoid with face and fingers.

I also use the Blender Rigify to Unity option. I export as fbx and import to Unity.

When dropping the Gameobject into the pose editor I get the 'Hips' already defined.

Is there a workflow of Blender that highlights the process to get a rig to Unity?

I see too many of the basic rigs that I could not use. I need IK fingers so I can grab a finger and pull to a pose all the way up to a shoulder. If I have no finger IK but only hand IK for posing that is ok as long as I can pose the fingers separately.
Learning this model rigging has been a nightmare.

In this project I did get a rig to animate in Unity animator but I want to use Umotion as it seems to give more control.

UMotion Version:
1.25p01
Unity Version:
2020.3.4f1

Answer

Answer
Answered

Hi,

thank you very much for your support request.

When dropping the Gameobject into the pose editor I get the 'Hips' already defined.

That happens when you drop a humanoid character into a UMotion project initially created for a different humanoid character. A separate UMotion project has to be used for each of your characters. If you're character is of type humanoid and you want to use/edit a humanoid animation you created for a different humanoid character, just export said humanoid animation from the UMotion project A and import it in UMotion project B (with the correct characters assigned to the pose editor respectively).

For IK rigging, you can use the IK Setup Wizard in UMotion. It automatically creates IK chains for the legs and arms. Unless you're doing something like a "playing the piano" animation where precise finger movement is very important, I would recommend not to use IK for the fingers. It's usually easier to just use the finger sliders in the muscle tool assistant. Another trick is to select each finger bone, then use the rotation tool which will equally apply the rotation on all finger bones at once making it bend nicely.

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

Best regards,
Peter

GOOD, I'M SATISFIED
Satisfaction mark by giantkiller 2 days ago
Answer
Answered

Hi,

thank you very much for your support request.

When dropping the Gameobject into the pose editor I get the 'Hips' already defined.

That happens when you drop a humanoid character into a UMotion project initially created for a different humanoid character. A separate UMotion project has to be used for each of your characters. If you're character is of type humanoid and you want to use/edit a humanoid animation you created for a different humanoid character, just export said humanoid animation from the UMotion project A and import it in UMotion project B (with the correct characters assigned to the pose editor respectively).

For IK rigging, you can use the IK Setup Wizard in UMotion. It automatically creates IK chains for the legs and arms. Unless you're doing something like a "playing the piano" animation where precise finger movement is very important, I would recommend not to use IK for the fingers. It's usually easier to just use the finger sliders in the muscle tool assistant. Another trick is to select each finger bone, then use the rotation tool which will equally apply the rotation on all finger bones at once making it bend nicely.

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

Best regards,
Peter