Answered

Animation not showing the same in playmode

Anonymous 3 weeks ago updated by matias.gesche 2 weeks ago 8

When I set up my animation it looks fine in the scene:

But when my character (the same character) is on that animation it looks misplaced. The hand a bit rotated and some fingers on top of each other:

UMotion Version:
1.26
Unity Version:
2020.3.5

Answer

Answer
Answered

Hi,

thank you very much for your support request.

What you're seeing is a quality trade-off that is due to the use of the "humanoid" animation system. Humanoid is a lossy animation format that does not provide this level of precision for animations (but in exchange for the precision loss, humanoid gives you animation re-targeting, meaning that you can play the same animation on any other humanoid character).


In order to get 100% accuracy for your animations, switch to "generic". More information about humanoid and why it comes with quality trade-offs: https://blog.unity.com/technology/mecanim-humanoids 


To convert your existing UMotion project to generic, duplicate your character's fbx file and configure it as generic. Create a new generic UMotion project for it. Setup IK and then use the UMotion Clip Editor's animation clip importer to import the whole humanoid UMotion project. All your humanoid animations are now in your generic UMotion project. Exporting the animations now saves them as "generic" and can be used with your generic character.


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


Best regards,
Peter

I posted accidentally as anonymous. I will leave this post so I get the notification to my email.

Answer
Answered

Hi,

thank you very much for your support request.

What you're seeing is a quality trade-off that is due to the use of the "humanoid" animation system. Humanoid is a lossy animation format that does not provide this level of precision for animations (but in exchange for the precision loss, humanoid gives you animation re-targeting, meaning that you can play the same animation on any other humanoid character).


In order to get 100% accuracy for your animations, switch to "generic". More information about humanoid and why it comes with quality trade-offs: https://blog.unity.com/technology/mecanim-humanoids 


To convert your existing UMotion project to generic, duplicate your character's fbx file and configure it as generic. Create a new generic UMotion project for it. Setup IK and then use the UMotion Clip Editor's animation clip importer to import the whole humanoid UMotion project. All your humanoid animations are now in your generic UMotion project. Exporting the animations now saves them as "generic" and can be used with your generic character.


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


Best regards,
Peter

I didn't totally get it. The animation I created it's just an .anim
When I create a new generic project, select a generic character into the pose editor and I try to import the animation I created it throws me an error that it doesn't match humanoid with generic.

I didn't totally get it. The animation I created it's just an .anim
When I create a new generic project, select a generic character into the pose editor and I try to import the animation I created it throws me an error that it doesn't match humanoid with generic.

Don't worry, I'm here to help. You need to import the original "humanoid" UMotion project file (the *.asset file, not the exported *.anim clip).

Let me know if you need any further assistance.

Best regards,
Peter

It doesn't show my animation...

Please provide more information, like what steps did you perform and what was the result of each step etc. Have you gotten any error messages etc. Maybe record a short video showing what you did.


It's hard for me to give you helping instructions when I do not know what happened on your end :-)

Best regards,
Peter

Now I can see the animation. But I need it to be humanoid in order to make it work with my character. 

Nevermind, I changed the character to generic. Thanks for the help