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question about DAE exporter tool
Thanks a lot for this great tool.
I have a question about the DAE exporter tool. We have a model and a unity generated animation clip. The rotation curve on one bone is like this:
But after exported to .DAE file, the clip inside the newly generated DAE file is showing the same bone's rotation as:
Only the yellow curve (Rotaion.y) is wrong. It's correct value is around 175, but several key frames have the value dropped to -175. And it has fewer key frames (automatic compression maybe?) I can send you a sample project if necessary. I am using Unity Pro 5.6.4 on a Windows 10 x64 PC.
BTW, our goal is using some c# scripts to generate movement curves on one particular bone inside the Unity editor. Export to a .dae file, so it can be opened in Max or Maya. Then the artist can copy the curves back to the original model to do more modifications.
I'd really appreciate it if you can take a look and maybe give me some hint about how to fix it. Thanks in advance.
Beginner: Can't manipulate any bone!
All the posts are talking about animation but I can't even get skele to move a bone in my character ( although i can click on the edit button and see the rig )!
Is there a basic trouble shooting section? A video on how to set up the most basic functions of this product? The most beginner video assumes you already know how to make the character dance (practically)!
compile errors in unity 2018.1.0f2
Assets/Skele/Common/Editor/EUtil.cs(24,37): error CS0246: The type or namespace name `AnimatorControllerParameter' could not be found. Consider using fully qualified name `UnityEngine.AnimatorControllerParameter'
DAE exporter files are huge with too many keys compared to original generic clip. Anim compressor doesnt seem to effect this.
when converting an edited generic clip using DAE exporter, the resulting file balloons in size and contains keyframes for EVERY FRAME on EVERY muscle group. How to prevent this? I use Unity 4.7.
Namespace error when building to UWP
Hello, first off this is an amazing asset. Everything works great when I build using the windows stand alone format, but when I try to build using the UWP format I get the following error:
"Assets\Skele\Common\Xml\SmallXmlParser.cs(614,43): error CS0246: The type or namespace name 'SystemException' could not be found (are you missing a using directive or an assembly reference?)"
I am using Unity version: 2017.1.1f1 personal
Any help with this will be greatly appreciated. Thank you.
DAE exporter copying all properties
Hello, I am trying to make a humanoid animation where I only animate part of the model, and then use it in a layer in the animation controller to modify the base animations (I'm trying to make a character carry a torch, so the animation im making is the left arm holding a torch, which should then be layered on top of walk/run/etc animations).
When I use the DAE exporter to export the animation, and then import it as a humanoid clip, the resulting animation contains properties for ALL bones of the model, which means I cannot layer it, as it just overrides the base animation fully.
Is there some way I'm missing to export only the properties that I actually animated, so it can be used for layering?
2d style character in Cinema 4d
Can anyone tell me if it's possible to create a 2d style character in cinema 4d? I'm sure most of you here already know James Curran. Usually, his characters are round and bendy. And he creates most of his stuff in After Effects. Is it possible to achieve the look from the link below using Cinema 4d? If anyone can offer some advice, that would be great.I checked out 2D character animation video for some help but couldnt find any.
Any help is greatly appreciated!!
Hi do any of you know how to make a character's hand ball up into a fist for fighting animations? Oh by the way can Skele be used alone or mostly alone for making animations while developing a Unity3d game? I ask this because my resources are limited and I cannot afford Autodesk software nor the new iClone 7. :(
Baking Animation from IK Targets not including positions?
I've just started using Skele and I'm following your video here:
I've got a simple walk animation using IK (without Hip follow) and using the bake function to create an in place walk animation.
Problem is that when I bake, it's only baking the rotations and not the positions of the limbs, therefore my feet rotate but don't move as soon as I use it without the IK targets.
Could you please let me know what I'm doing wrong or if this is a bug?
Issues with Skele1.9.7 p4 and Unity 5.5.1f1
I've recently upgraded to Unity 5.5.1f1 and have noticed the following issues with Skele :
- Frequently, I'll lose most(note, not all) of the gizmos for the bones in the animation. This can be fixed by moving the camera around for about 10-20 seconds. There's no discernible pattern to it, simply moving the camera around will make the bones suddenly appear again. Which brings me to the other issue...
- Occasionally I'll lose the ability move the camera around in the editor. This can be fixed by either restarting Unity or starting the game in the editor, then immediately exiting.
I'm using Windows 10(build 14393.576), Unity 5.5.1f1, and Skele 1.9.7 p4.
Please let me know if you need any more information or screenshots.
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