thank you very much for your support request.
UMotion does not support pivot mode "center" yet. I've took a note on my to-do list to implement this in a future update. Thanks for pointing that out.
You can workaround this limitation by making the IK handles of the hands a child of a new custom transform (this can be done in config mode). You can then rotate both at the same time by rotating the new parent transform. More information about config mode can be found in this video tutorial:
Please let me know in case you have any follow-up questions.
Just updated to the latest version... Still not working...This is global rotation: Blender:
What's even more confusing is that you can set Pivot/Center mode for the transform manipulator in Unity and it doesn't work for Umotion...
And if you turn it on through the buttons in UMotion?
Too much of a hassle for a simple problem, I'd rather wait on the appropriate solution. I'm moving on to other things in the project.
Another method that might make sense would be to disable the IK pinning mode of the child-of constraint of the left hand (you can do this in config mode). When IK pinning mode is disabled, you can select any arbitrary object as parent in a child-of constraint. Back in pose mode, you can now parent the left hand to the right hand.
This is a very clean approach as you don't have to constantly select and move both IK handles manually. The supportive hand is just going to follow the primary hand.
Let me know if you need further explanation.
Did exactly as you said and the child hand gets horribly offset, I can do it with an empty GO. But still, this is a whole setup for a task that is supposed to be one click. A vital feature :/
I just tried it and it works fine for me (and once re-configured the child-of constraint in config mode) it is just 2 clicks once to select the right hand IK target as parent of the left IK target. Then requires 0 clicks as the left hand is always going to follow the right hand (compared to the pivot mode method which would require 2 clicks for selecting both IK handles + 1 click for selecting the right pivot mode; the pivot mode method also comes with the risk of accidentally offsetting the hands to each other).
Did exactly as you said and the child hand gets horribly offset,
It's hard to tell what exactly went wrong as I have no information what you did exactly step by step so I can only guess. Usually when this happens then existing keys are using position/rotation values that are in a wrong coordinate space. When you change the parent in the child-of constraint, UMotion asks you if it should convert all following keys into the new parents local coordinate space. If you don't do that, then you can get weird poses/offsets like in your screenshot.More information of the child-of constraint can be found in this video tutorial:
The child-of constraint is a really powerful tool especially useful in two-handed situations like yours. I definitely recommend checking it out.
The new pivot mode is planned for a next release, but I can't promise an ETA yet.
Thank you so much Peter.
This is what I did wrong:
I was changing the actual parent of the IK system.This is what I was supposed to do (and that fixed it):
Select the appropriate object preconsidered as the child. (The left/following hand)
Disable the IK Pinning Mode in Config.
Switch back to Pose mode and make sure we are on the base layer.
Now the "Parent" field is available and we can select the appropriate parent object.
It works! I can now rotate the right/leading hand (the parent) and the left/following hand will follow.This is still a crazy workaround for something as simple and vital as Global Rotation though. But! I'm happy to hear it will be in the next release. Best dev ever.Thank you Peter!
Glad to hear that you've been able to get the child-of constraint workflow working.
Don't hesitate to contact me in the future in case you have any other questions.
PS: Thank you very much for the nice words, that means a lot to me.
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