Answered

Syncing with animation resets position

Max Braun 2 weeks ago updated 9 hours ago 2

Hello there!

I am trying to do the impossible, aka getting 2 humanoids to interact properly with each other - I tried to make them generic, but the custom IK setup crashes UMotion (already submitted a bug report), so I am stuck with using humanoid. Now, whiel tedious, thanks to the syncing feature, it should work out.

However, when the animation of the synced character (Zell, the white haired demon in the screenshot) is previewed in unity, it sets her position to 0,0,0, instead of keep her on the right of the blonde Tayla. I tried every perumtation of root motion curves and animation clip settings, but she still jumps away when syncing and previewing. 

Any ideas?


UMotion Version:
1.24
Unity Version:
2019.4.2

Answer

Answer
Answered

Hi Max,

thanks for your support request.

As mentioned in my reply to your bug report, please update your UMotion version to the latest from the asset store. Not only does it most possibly solve the exception that you've experienced when using custom IK, it should also help with the timeline syncing.

Also make sure that your Unity timeline version is up-to-date (see Unity package manager).

Regarding the Unity timeline offset, there are several settings that affect how Unity timeline does offset your character. It depends on the exported animation clips root motion settings (i.e. if it uses the "Original" root motion authored in your animation clip or if it uses the "Center Of Mass" of your character). Then inside Unity timeline, it depends on the settings you have made for your animation track and the animation clip inside your track (e.g. the pos/rot offset values and if "remove start offset" is used or not).

Using "original" for all your root motion curves (of your exported animation clip) and disabling the "remove start offset" in the clip settings in Untiy Timeline might be a good starting point.


But when you want really precise interactions, I highly recommend using generic and animate both character's at the same time using a single "uber" animation clip. Despite being the simplest solution, it also comes with no quality trade-offs (as humanoid does).


Best regards,
Peter



Answer
Answered

Hi Max,

thanks for your support request.

As mentioned in my reply to your bug report, please update your UMotion version to the latest from the asset store. Not only does it most possibly solve the exception that you've experienced when using custom IK, it should also help with the timeline syncing.

Also make sure that your Unity timeline version is up-to-date (see Unity package manager).

Regarding the Unity timeline offset, there are several settings that affect how Unity timeline does offset your character. It depends on the exported animation clips root motion settings (i.e. if it uses the "Original" root motion authored in your animation clip or if it uses the "Center Of Mass" of your character). Then inside Unity timeline, it depends on the settings you have made for your animation track and the animation clip inside your track (e.g. the pos/rot offset values and if "remove start offset" is used or not).

Using "original" for all your root motion curves (of your exported animation clip) and disabling the "remove start offset" in the clip settings in Untiy Timeline might be a good starting point.


But when you want really precise interactions, I highly recommend using generic and animate both character's at the same time using a single "uber" animation clip. Despite being the simplest solution, it also comes with no quality trade-offs (as humanoid does).


Best regards,
Peter



Jep, since you kept insisting on that, I switched to fully generic by now - another quick question:

Is there any way to tell the IK wizard to set-up the fingers as in humanoid rigs? Aka that there is a nice toolbox in the sceneview where you can control all fingers at once with a few handles?