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UMotion - Animation Editor

Discussion in 'Assets and Asset Store' started by SoxwareInteractive, Aug 26, 2017.

  1. Jaimi

    Jaimi

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    Jan 10, 2009
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    5,672
    Why no source? I'm getting people complaining that they can't use UMA and UMotion together. Thought I would take a look, but my pro version has no source. Now that UMAs are visible in the editor, people want to animate them.

    The error is "Only Avatars created by Unity's model importer are supported".
     
    Last edited: Jan 15, 2021
  2. SoxwareInteractive

    SoxwareInteractive

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    This is an answer I gave on the support forum that explains how to use UMA characters with UMotion (it's in the second half of the answer): https://support.soxware.com/en/communities/1/topics/222-changing-the-skin#comment-245
    In case you have any follow up questions, please either open a new thread in the support forum or comment in the support forum's thread that I've just posted (no account required to post in the support forum).
     
  3. shanemt

    shanemt

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    Mar 5, 2014
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    I have a set of 8-way run and walk strafe animations that are great, but are tuned to a character having a sword and shield. I want to create an unarmed version of these animations. I've tried to edit the animations using umotion with an override layer, but I'm not a great animator and the result looks pretty bad. What's the best way to accomplish what I'm trying to accomplish (besides just saying get better at animating)?
     
  4. SoxwareInteractive

    SoxwareInteractive

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    If your character is of type humanoid, you could import any regular (unarmed) run/walk animation. Then copy and paste the arm keys of the unarmed version into an override layer of the "armed" version. Make sure that the animations are in sync (i.e. there is no offset in time between the unarmed/armed version of your character). Use that as a base and then fine tune if required. You might also want to experiment with a layer blend weight smaller than 100% (the blue slider of the layer). If you have any further questions, please create a dedicated thread in the support forum to keep things organized (no account required).
     
  5. AcidArrow

    AcidArrow

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    May 20, 2010
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    I'm not getting any more crashes when exporting FBX! Yay. UMotion Pro is now very pleasant to work with.
     
    SoxwareInteractive likes this.
  6. Crossway

    Crossway

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    May 24, 2016
    Posts:
    437
    I don't understand something. If I use UMotion Ik and then I change my pistol position animation clip can find out the new position of gun to grab it?
     
  7. jKessinger

    jKessinger

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    Jan 21, 2016
    Posts:
    8
    Is there a way to organize clips in to folders? My list of clips is getting very long and it would be nice to put them is different folders.

    Do we need to create another project instead? How could I move clips from one project to another?
     
  8. SoxwareInteractive

    SoxwareInteractive

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    The UMotion IK is only available while authoring the animation (i.e. during edit time). You can use the UMotion IK to create a regular animation clip, the results of the IK are then baked into the exported animation (just as if the animation was created in Blender, Maya,...). If the target position for your IK changes during runtime, you can use any available runtime IK solution on top of the pre-made animation (created in UMotion). There are several runtime IK solutions available on the asset store (and by Unity themselves).

    Yes I would recommend separating the clips into different projects (this is better for editing performance too). Just import the old project into the new project (using Edit --> Import Clips), then remove the check mark for clips you don't want to be imported. If you have further questions, please feel free to open a dedicated support thread on the official support forum (no account required).
     
  9. ge01f

    ge01f

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    I searched in the forum here but couldnt find the answer. I have an imported animation that turns 90 degrees Y on completing, but the first and last keyframe are the same local Y rotation, and so they match up, and those are all the keyframes.

    There isnt another keyframe, so it should just loop. The Local Rotations are all the same, but when i set the Global Rotation it does show it changes 90 degrees, but since the 1st and last keyframe at the same local rotation Y, why is that? How do I make them the same if they are already the same.

    Im sure there is a simple answer, but I dont understand what to change. I made a video to show this to enhance the clarity:



    Thanks!
     
  10. SoxwareInteractive

    SoxwareInteractive

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    The conversation was moved to the official support forum: https://support.soxware.com/en/comm...re-how-to-change-as-1st-and-last-are-the-same
     
    ge01f likes this.
  11. ArcherSS

    ArcherSS

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    Apr 7, 2018
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    Hi, I'm trying UMotion on Mac, but every time I use Pose Editor to select Model gameobject, the editor keep reporting "Cancelling Display Dialog : This should not be called when a View's DrawRect Method is in progress" error message.

    I have tried with 2020.2.0f1c1, 2020.1.2f1c1, 2019.4.18f1c1, 2018.4.31f1, and only 2018.4.31f1 version can work well.

    Is there any chance use UMotion in more recent Mac Unity versions? Thanks.
     
  12. SoxwareInteractive

    SoxwareInteractive

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    I've moved your bug report into a similar report on the official support forum. I've found the cause of this issue and am working on a fix. There is an easy workaround you can use in the meantime. For more information, please check out the link to the support forum: https://support.soxware.com/en/comm...s-drawrect-method-is-in-progress#comment-1266

    Please post in the support forum in case you have further information or any questions (no account required).
     
    ArcherSS likes this.
  13. SoxwareInteractive

    SoxwareInteractive

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    UMotion V1.24 was just released on the Asset Store

    ATTENTION: It is highly recommended to remove the "UMotionEditor" folder of a previous UMotion installation before performing this update, otherwise you are going to end up with duplicated files.

    Update now: UMotion Pro V1.24 | UMotion Community V1.24


    This is a small quality of life update that fixes a few bugs and improves on the following feature:

    Clip Editor: Frame View
    The "Frame View" functionality of the clip editor got a complete rework. This functionality adjusts the view of the clip editor to fit the current selected keys (or to fit all keys when none are selected). This functionality is now also available in the dopesheet view (in previous versions it was only available in the curves view) and it now has a dedicated shortcut ([SHIFT + F] by default). I've chosen not to use the [F] shortcut for this, as [F] is already used by the "Focus Camera" functionality of the pose editor (which zooms the scene view to the selected bones).

    You can adjust the shortcut via "Edit --> Preferences" (in the clip editor).

    upload_2021-2-9_10-53-29.png

    Complete Release Notes
    This post highlights only a few of the new improvements. Please refer to the release notes for a complete list of changes.

    UMotion V1.24
    New or Changed Features
    • The "frame view" functionality of the clip editor was improved. Furthermore it can now also be used in the dopesheet.
    • The "frame view" functionality now has a default shortcut assigned (SHIFT + F). For existing UMotion installations it is required to set the shortcut manually via the Edit --> Preferences window in the clip editor window.
    Bug Fixes
    • Fixed that browsing for a destination file in the settings window (i.e. clicking on "...") doesn't show the previous selected folder.
    • Fixed that selecting a GameObject for the Pose Editor doesn't work on Mac OS when doen via the selection dialog (shown when the white circle is pressed).
    • Fixed that UMotion isn't displaying the new rotation handle in Unity 2020.2 correctly (not all lines have the correct thickness).
    • Fixed that root motion isn't previewed correctly when there is a rotated parent GameObject.
    Manual Changes
    • Fixed wrong information regarding generic bones in humanoid projects in chapter "Pose Editor/Config Mode/Configuration".
    • Removed a dead link from the "UMotion In Practice - Our First Animation (FPS)" video description.
    • Added a description of the "Frame View" context menu entry to the "Clip Editor --> Dopesheet / Curves View" chapter.

    Let me know if you like the new update. If you discover any problems, please issue a bug report at the official Support Forum.
     
  14. haywirephoenix

    haywirephoenix

    Joined:
    May 17, 2017
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    Thanks for the update!

    I realised mine hadn't been updating since 1.22p03
    The fix was to delete this file (win10):
    %AppData%\Unity\Asset Store-5.x\Soxware Interactive\Editor ExtensionsAnimation\UMotion Pro - Animation Editor.unitypackage

    Then delete UmotionEditor folder and redownload. Idk why it got stuck :)
     
  15. SoxwareInteractive

    SoxwareInteractive

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    Thanks for the info. Unfortunately this is a common issue with Unity's asset store and even with the new package manager... Hope Unity is going to fix this in the future (or maybe it already is in latest versions of Unity).
     
    haywirephoenix likes this.
  16. Jakub_Machowski

    Jakub_Machowski

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    Hello I noticed That Your asset totally crash unity 2018.4.30 . The only way to turn on project again, was removing Umotion folder
     
  17. SoxwareInteractive

    SoxwareInteractive

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    Thanks for reaching out. I've created a support ticket for your issue (and answered it) so that we can further discuss this: https://support.soxware.com/en/communities/1/topics/856-crash-in-unity-20184#comment-1322

    You can directly reply in the support thread linked above, no account required. Thanks.
     
  18. homemech

    homemech

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    Mar 14, 2016
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    I made an intro to uMotion Community tutorial for beginners--thought some folks would like checking it out :D
     
    SoxwareInteractive likes this.
  19. SoxwareInteractive

    SoxwareInteractive

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    Hi,
    thanks for your great video tutorial. I love it! I've shared it on my socials.

    One quick tip: If you shift select the parent bone of the tail (this selects all children as you know) and then use the rotation tool, the rotation is smoothly applied to the whole tail. This makes it super easy and clean to pose the whole tail (without having to adjust each and every bone manually).
     
  20. SoxwareInteractive

    SoxwareInteractive

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    UMotion V1.25 was just released on the Asset Store

    ATTENTION: It is highly recommended to remove the "UMotionEditor" folder of a previous UMotion installation before performing this update, otherwise you might end up with duplicated files.


    Update now: UMotion Pro V1.25 | UMotion Community V1.25


    Camera Follow
    Similar to the [SHIFT + F] shortcut in default Unity, this feature automatically locks the camera to a selected bone/transform. This makes the camera move with said bone/transform, very useful when working with root motion animations.

    Unlike Unity's default feature, the follow target is remembered even when selecting something different. It's also possible to move or orbit the camera while the camera is following the target.


    (I'm using [ALT + Right Mouse Button] to orbit the camera.)

    Important: To stay in line with Unity, I've also set the default shortcut for the camera follow feature to [SHIFT+F]. This shortcut was previously used by the "Frame View" functionality of the clip editor which now has [V] assigned as default shortcut. If you've already had UMotion installed previously, you are thus now getting a shortcut key conflict as UMotion does not update previously assigned shortcut keys (so both "Frame View" and the new "Camera Follow" end up using [SHIFT + F]). Go to "Edit --> Preferences" to solve the shortcut binding conflict (if you have no custom shortcuts, simply pressing the "Use Default" button also does the trick).

    Pivot rotation is now synced between Unity and UMotion
    Keeps the "Pivot" rotation mode (local/global) in sync. So you can use either Unity's UI or UMotion's UI to change it.

    upload_2021-4-7_10-26-7.png

    There is one minor visual issue: When changing the pivot mode by pressing the buttons in UMotion, the change isn't displayed by Unity's button immediately (though functionally it takes effect immediately). I found no way to force repaint the Unity toolbar buttons to show display the state change immediately. Please let me know if any of you knows how this can be done. Thx :)

    Child-Of / IK Pinning - Optimized key framing behaviour
    The additional keys (that are placed one frame before a parent or IK Pinning key) are now only created, if really needed (i.e. when the parent or the IK Pinning state changed).
    upload_2021-4-7_10-29-36.png

    Complete Release Notes
    This post highlights only a few of the new improvements. Please refer to the release notes for a complete list of changes.
    UMotion V1.25
    New or Changed Features
    • The pivot rotation (local/global) is now synchronized between Unity and UMotion.
    • Keying the parent channel/IK pinning channel now only creates additional keys (at current frame - 1) if the parent/IK pinning state actually changed.
    • The button "Camera Follow Selected" was added to the selection category of the pose editor. Pressing this button lets the scene view camera follow a bone/transform (very useful for previewing root motion animations).
    Bug Fixes
    • Fixed that the "edit key" window (in the curves view) automatically closes as soon as an input field is selected (regression introduced in V1.22p11).
    • Fixed that when manually adjusting an euler rotation value in the channels view (e.g. adding +360°), the value modified as soon as it was keyed to be the shortest path rotation instead (discarding the extra 360° rotation). When typing a value manually, the expected behaviour would be to key exactly the value that was previously typed in.
    Manual Changes
    • Added a description of the "Camera Follow Selected" button to the "Pose Editor --> Pose Mode --> Selection" chapter.

    Let me know if you like the new update. If you discover any problems, please issue a bug report at the official Support Forum.
     
  21. karakanasad

    karakanasad

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    Jun 14, 2017
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    Last update dont openning project pls fix
     
  22. SoxwareInteractive

    SoxwareInteractive

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    I'm sorry to hear that. Unfortunately I can't reproduce that issue on a first try (all my projects open fine). Please provide some further information (Unity version, does re-starting the PC help, does re-installing UMotion help, can you open the provided example projects,...) by creating a dedicated support request on the support forum (no account required to post). That way I can take a closer look and provide further assistance: https://support.soxware.com

    Thanks.
     
  23. bthanse

    bthanse

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    Jun 24, 2019
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    Some testing. If I now want to do some animation to the upper body by turning left or right, I got problems that the hands moving too so they do not tuch the right places on guitar. How can i solve this ?
     
  24. SoxwareInteractive

    SoxwareInteractive

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    The solution is called IK Pinning. Please check out the following two video tutorials (IK pinning is based on the child-of constraint):

     
  25. yoshisan

    yoshisan

    Joined:
    May 25, 2015
    Posts:
    2
    I recently purchased UMotionPro.
    Thank you for the great assets.

    I added the animation events on UMotionPro and saved them as *.fbx.


    However, I could not load that information into *.fbx.


    How can I load the animation event?
     
  26. SoxwareInteractive

    SoxwareInteractive

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    I've moved your support request into the official support forum and answered there: https://support.soxware.com/en/communities/1/topics/906-missing-animation-event-in-fbx-export

    Please comment directly in the support forum, no account required.
     
    Last edited: Apr 27, 2021
  27. bthanse

    bthanse

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    Jun 24, 2019
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    The first 13 secounds of a animation from a dance video making with Umotion:
     
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  28. SoxwareInteractive

    SoxwareInteractive

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  29. matiasges

    matiasges

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    Jan 24, 2021
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    Hey, do you have a discord channel?
    Would be great! :)
     
  30. SoxwareInteractive

    SoxwareInteractive

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    Unfortunately I do not have a discord channel but I do have an official support forum where you can ask your questions, provide feedback or report issues (no account required). It works in a similar manner as unity answers or stackoverflow. I think this is the cleanest / most organized way to handle support requests as each request is inside it's own thread. This makes it easy to search for existing answers.
     
    matiasges likes this.
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