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0
Answered

Can't animate my character properly

Juan Valderrama 9 years ago updated by tmpxyz 9 years ago 2
Hi,

I sent an email but didn't hear back so decided to follow up on here.

I purchased your product and also purchased this asset:

https://www.assetstore.unity3d.com/en/#!/content/4624

I have been trying to animate this character using your tool by following your tutorial video:
https://www.youtube.com/watch?v=G-PRHBXFTDc

I need the animations in Mecanim format, I have been trying for many hours to get this to work but I have been unsuccessful. Sometimes because the character changes position as soon as I start animating it, sometimes because when I export the animation and import it in Mecanim format, the animation is wrong and doesn't move as expected, and some times because the character simply doesn't move when I run the game and trigger the animation.

I was wondering if you could help me, I could send you the prefabs that I need to animate and maybe you could help me in the process and once I know what to do I can then proceed with the rest of the animations. (Teach a man to fish...)

Or another alternative would be to have a refund. Please note that I would love to purchase your product again if there is native support for Mecanim, that way I don't have to export animations and then import them again.

Please let me know your thoughts.

Regards,

Juan David
0
Not a bug

Compile errors in unity 4.6.0b17

Jason Creswell 9 years ago updated by tmpxyz 9 years ago 4
Just unpacked the asset from the store a few minutes ago and I'm having these compilation issues.

Assets/Skele/CharacterAnimationTools/Scripts/Cutscene/Dialog/UGUI/CC_Unity_SelectDialog.cs(66,42): error CS1061: Type `Options' does not contain a definition for `m_Prompt' and no extension method `m_Prompt' of type `Options' could be found (are you missing a using directive or an assembly reference?)


Assets/Skele/CharacterAnimationTools/Scripts/Cutscene/Dialog/UGUI/CC_Unity_SelectDialog.cs(66,23): error CS1502: The best overloaded method match for `UnityEngine.GUILayout.Label(UnityEngine.Texture, params UnityEngine.GUILayoutOption[])' has some invalid arguments


Assets/Skele/CharacterAnimationTools/Scripts/Cutscene/Dialog/UGUI/CC_Unity_SelectDialog.cs(66,23): error CS1503: Argument `#1' cannot convert `object' expression to type `UnityEngine.Texture'


Assets/Skele/CharacterAnimationTools/Scripts/Cutscene/Dialog/UGUI/CC_Unity_SelectDialog.cs(70,53): error CS1061: Type `Options' does not contain a definition for `m_Options' and no extension method `m_Options' of type `Options' could be found (are you missing a using directive or an assembly reference?)


Assets/Skele/CharacterAnimationTools/Scripts/Cutscene/Dialog/UGUI/CC_Unity_SelectDialog.cs(109,38): error CS1061: Type `Options' does not contain a definition for `m_Options' and no extension method `m_Options' of type `Options' could be found (are you missing a using directive or an assembly reference?)

0
Not a bug

Exporting Generic Animation to Muscle - Hips data not converting?

Jesse Comb 9 years ago updated by tmpxyz 9 years ago 3
I'm having an issue when I try and replicate my animation over to Humanoid. I realized that any rotation data from my characters "Hips" is not getting converted over, which I think is causing other problems with my animation replicating down the hierarchy. 

I'm using UMA's Rig and picked UMA_Male_Rig as my root bone - this, in addition to Global and Position are all at 0,0,0 with different rotations to make the rig face the right way in Unity (think they made UMA in Blender).

I'm not sure if I selected the right root, but "Hips" is definitely not replicating over.

I can provide more details if needed, let me know :)
Image 10Image 11
0
Completed

Problem to Add new add new CCRoot in Cutscene Editor

fishandchips 9 years ago updated by tmpxyz 9 years ago 3
try to add a new CCRoot in CCEditor, error message in cosole window

" RCall.GetField: failed to get "UnityEditorInternal.AnimationWindowState.m_RootGameObject"

Pls help me how to fix it . Thank you!


Image 23



0
Answered

After Humanoid animation clip converted to Generic, it went wrong by missing some frame

Haiyang Qi 9 years ago updated by tmpxyz 9 years ago 7
Humanoid animation clip works well, and after I converted it into Generic, it went wrong..
These two pics show how humanoid animation clip worked
Image 25
Image 26

and these two are Generic animation clips
Image 27

Image 28
The soldier just keep one action and flow forward ;)

after converted, many frames lost

Image 29

Image 30

The editor version is 5.1.2. Is that the reason I failed?
0
Completed

Error on Unity 5.2.2

Gosolo 8 years ago updated by tmpxyz 8 years ago 3

I just bought this product and it seems to be great but Its causing an error on Unity version 5.2.2 " Assets/Skele/CharacterAnimationTools/Scripts/Collada_Main/Collada_Helpers/Grendgine_Collada_Parse_Utils.cs(62,41): error CS0117: `Console' does not contain a definition for `WriteLine' "


What I did....I created a new Project in Unity version 5.2.2 f1 and imported Skele which is working without any problem ( there is just Skele in there ) but when I load Skele in my old project it produces the error Assets/Skele/CharacterAnimationTools/Scripts/Collada_Main/Collada_Helpers/Grendgine_Collada_Parse_Utils.cs(62,41): error CS0117: `Console' does not contain a definition for `WriteLine' "

Could you help me please to solve this.

Thank you

0
Fixed

Cant create RootMotion - TargetException

Julian Bydzovsky 9 years ago updated by tmpxyz 8 years ago 8
I have troubles creatimg root motion for an animation created with skele.
I just click on the "make root motion" button, drag the root transform into the window but then those errors appear:
RCall.GetProp: Failed to get prop "UnityEditor.AnimationWindow.state"

TargetException: Non-static field requires a target
System.Reflection.MonoField,GetValue(System.Object obj)

and sometimes
RenderTexture warning: Destroying active render texture. Switching to main context.

i'm using Unity 5.1.1f1,
please help, I need those animations badly - I can't go on with my project :(
0
Fixed

Skele becomes unresponsive when editing bone positions

DMCH 9 years ago updated by tmpxyz 9 years ago 3
Hi,

I've been trying to make simple edits to humanoid animations in Skele. I'm using Unity 5.1 and the models are made in Fuse, and all bones are set to visible. I've converted the clips from humanoid to generic, and they play correctly in a generic rigged model.

Then I click on the model in the scene, press start edit. As soon as I attempt to reposition a bone, Unity stops responding for a few seconds, then when it resumes the bone has moved way too far. Can you help?

Thanks!


Image 24

0
Answered

Cut scene editor window

John Lewis 9 years ago updated by tmpxyz 8 years ago 2
My CCEditor is not listed under the Unity "Window" dropdown but rather it is inside the Project folder Skele/Cutscene/CharacterAnimationTools/Editor/Cutscene, is it possible to make this a window, or am I overlooking something? (I imagine there is a C# script to do this but I don't know how this is done)
I am attempting to follow along with the "[Skele: Character Animation Tools] Tutorial of making cutscene, part 1" on youtube
0
Answered

Skele to create Facial Blendshapes

Cristian Magadan 9 years ago updated by tmpxyz 9 years ago 2
Hi, i have a lot of character without BlendShapes, i want to animate the face with Audio Lipsync tool, your tool can create the blendshapes ? You work is awesome ! nice tool to solve problems, congrats.