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Version: 1.29

UMotion Manual
  1. UMotion Manual
  2. Introduction & Tips
  3. Getting Started
      1. Quick Start Tutorial
      2. 1) Installation & First Steps
      3. 2) Pose Editing
      4. 3) Clip Editor
      5. 4) Curves & Rotation Modes
      6. 5) Config Mode
      7. 6) Export Animations
      8. 7) Root Motion
      9. 8) Animation Events
      10. 9) Pose Mirroring
      1. 1) Importing Animations
      2. 2) Inverse Kinematics
      3. 3) Child-Of Constraint
      4. 4) Custom Properties
      5. 5) IK Pinning
      1. 1) Our First Animation
      2. 2) Editing Animations
      3. 3) Customizing an animation for a RPG
      4. 4) Unity Timeline & Weighted Tangents
      1. UMotion Tutorial
  4. How to create better animations
      1. File
      2. Edit
      3. Help
    1. Preferences
    2. Import / Export
    3. FK to IK Conversion
      1. Project Settings
      2. Clip Settings
    4. Animated Properties List
    5. Root Motion
    6. Rotation Modes
      1. Dopesheet
      2. Curves View
    7. Playback Navigation
    8. Layers
        1. IK Setup Wizard
        2. Mirror Mapping
      1. Configuration
      2. Display
      1. Tools
      2. Channels
      3. Selection
      4. Display
      5. Animation
      1. Inverse Kinematics
      2. Child-Of
      3. Custom Property
    1. Options
    2. Tool Assistant
  5. Edit In Play Mode
  6. Unity Timeline Integration
  7. UMotion API
  8. Exporting Animations FAQ
  9. Support / FAQ
  10. Release Notes
  11. Known Issues
  12. Credits

Import / Export

Exporting

UMotion can export animation clips in Unity's proprietary *.anim file format or as *.fbx files. Before exporting animation clips, the exporter needs to be configured (see Export Settings).

Important: If you have problems with your exported animations, take a look at the Exporting Animations FAQ.

Feature *.anim *.fbx
Bone/Transform Animations Yes Yes
Animation Events Yes Yes - Stored in Unity's asset import settings.
Custom Animator Curves
(Custom Property - Animator Parameter)
Yes Yes - Stored in Unity's asset import settings.
Curves for any Component Properties
(e.g. Blend Shapes, Light Intensity,...)
Yes No
Supported by 3rd Parties No Yes
Supports Animation Compression No Yes
Supports Quaternions Yes All curves are resampled to euler curves.
Supported Framerates Any 120, 100, 96, 72, 60, 50, 48, 30, 24
Requires UMotion Pro No Yes
Supported Operating System Windows, Mac OS, Linux Windows, Mac OS

In most cases exporting to *.fbx is the preferred choice. Please note that the *.fbx file format internally uses euler angles instead of quaternions. This can introduce Gimbal Lock in the exported animation clip even if in UMotion quaternion curves have been used.

UMotion offers two ways to export the animation clips of the current UMotion project:

Importing Professional

By clicking on File ➔ Import Clips the Import Clips Dialog is opened. It can be used to import existing animations into the current UMotion project.

The yellow warning icon next to the animation clip indicates that the importer has detected a minor issue. Move the mouse over the list entry. The appearing tooltip will provide the full warning message.

Tip: To add multiple files to the Import Clips Dialog, select the files in Unity's Project Window and drag & drop them into the list view.

Import Clips Dialog

UI Element Description
Add Clips Adds animation clips to the import list. It's possible to select *.anim files, UMotion project files or any 3D model file format supported by Unity. If one of the latter 2 was selected, all animation clips found in that file will be added to the import list.
Select All Selects all clips in the import list.
Deselect All Deselects all clips in the import list.
Try Convert To Progressive When enabled, all rotation properties are converted to Progressive Quaternion Rotation if possible without any loss in quality.
Disable Animation Compression Sets the model import setting "Animation Compression" to "None" for clips that are imported from a 3D file format. This ensures that the clips are imported at highest quality. The original setting is restored after the import process has finished.

This setting is enabled by default for new created UMotion projects of type humanoid. It is disabled for generic and legacy generic projects.
FK to IK Conversion Automatically converts the imported clip to IK. Only available if IK chains are configured in this project. More information: FK to IK Conversion
Delete FK Keys When enabled, FK keys that have been converted to IK will be deleted.
Animator Foot IK Only available when the current project is of type Humanoid.

When enabled, the Animator's (Unity Mecanim) Inverse Kinematics for Humanoid Feet is applied when importing. This ensures that the feet reach their original position which could not be the case when retargeting an animation to a character with different proportioned legs.

More information: Unity Blog - Humanoids (see Original hands and feet position)
Animator Hand IK Only available when the current project is of type Humanoid.

When enabled, the Animator's (Unity Mecanim) Inverse Kinematics for Humanoid Hands is applied when importing. This ensures that hands reach their original rotation which could not be the case when retargeting an animation to a character with different proportioned arms.

More information: Unity Blog - Humanoids (see Original hands and feet position)
Keyframe Reduction The keyframe reduction automatically removed redundant keys (= keys with equal values) from imported humanoid animation clips. This reduction can be set to "Lossy" or to "Lossless" (default). "Lossy", as the name implies, removes more keys but can produce visible jitter (usually noticeable on hands and feet).
Abort Closes the import dialog window without importing any animation clip.
Import Imports all animation clips selected in the list.

While importing a dialog window displays log messages regarding the ongoing import process. White messages are information, yellow are warnings and red are errors. Don't close this window before the import process has finished.

Importing Dialog

External Clip Import

It is possible to import any animation clip that was created in an external application as long as the 3D file format is compatible with Unity. It is also possible to import animations in Unity's proprietary file format *.anim.

The following table provides an overview of the import compatibility depending on the animation rig type. When importing an UMotion project, this table does not apply.

Importing Legacy Importing Generic Importing Humanoid
Legacy Project Yes Yes No
Generic Project Yes Yes No
Humanoid Project Yes Yes Yes

UMotion Project Import

It is possible to import animation clips of other UMotion project files into the current project. It is even possible to e.g. import an animation clip of a humanoid project into a generic project or vice versa (see below).

In order for the UMotion project import to work correctly, the rig configurations need to be identical. This means that the rigs of the characters need to match and that the custom created joints/transforms and all constraints need to be configured in the same way.

Conversion between humanoid/generic

It is possible to convert between humanoid and generic as it is possible to import a humanoid project into a generic project and vice versa.

Example Workflow

In this example an UMotion project that contains animations for a character of type generic should be converted to humanoid:

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