tag:userecho.com,2024-03-28:/feeds/topics/en//Skele: Character Animation Tools2018-10-09T09:04:12+00:00tag:skele.userecho.com,2018-10-09:/communities/1/topics/125-question-about-dae-exporter-tool/2018-10-09T09:04:12+00:002018-10-09T09:04:12+00:00question about DAE exporter tool [questions] <p>Thanks a lot for this great tool. <br>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:</p><figure><img alt="upload_2018-10-9_16-28-26.png"></figure><p><br>But after exported to .DAE file, the clip inside the newly generated DAE file is showing the same bone's rotation as: <br></p><figure><img alt="upload_2018-10-9_16-31-57.png"></figure><p><br>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. <br><br>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. <br><br>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.</p><br/><br/>suggested by: AKQJ10AKQJ10https://skele.userecho.com/users/119-akqj10/topics/tag:skele.userecho.com,2018-09-21:/communities/1/topics/124-beginner-cant-manipulate-any-bone/2018-09-21T21:52:38+00:002018-09-21T21:52:38+00:00Beginner: Can't manipulate any bone! [questions] <p>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 )!</p><p>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)!</p><br/><br/>suggested by: EccoEccohttps://skele.userecho.com/users/118-ecco/topics/tag:skele.userecho.com,2018-06-19:/communities/1/topics/123-compile-errors-in-unity-201810f2/2018-06-19T18:44:23+00:002018-06-19T18:44:23+00:00compile errors in unity 2018.1.0f2 [bugs] <p>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'</p><br/><br/>suggested by: Pandiri SureshPandiri Sureshhttps://skele.userecho.com/users/117-pandiri-suresh/topics/tag:skele.userecho.com,2018-05-11:/communities/1/topics/122-dae-exporter-files-are-huge-with-too-many-keys-compared-to-original-generic-clip-anim-compressor/2018-05-11T15:55:16+00:002018-05-11T15:55:16+00:00DAE exporter files are huge with too many keys compared to original generic clip. Anim compressor doesnt seem to effect this. [questions] <p>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.<br></p><br/><br/> mark replied:<br/><figure>Correction... extraneous keyframes were not generated for 'EVERY muscle group' as described above.<img src="/s/attachments/14044/1/116/539ecc98c4aafe9bd7f2b3daba24923c.png"></figure>markhttps://skele.userecho.com/users/116-mark/topics/tag:skele.userecho.com,2018-04-04:/communities/1/topics/121-namespace-error-when-building-to-uwp/2018-04-04T08:07:38+00:002018-04-04T08:07:38+00:00Namespace error when building to UWP [questions] <p>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: </p><p><br></p><p>"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?)"</p><p><br></p><p>I am using Unity version: 2017.1.1f1 personal</p><p><br></p><p>Any help with this will be greatly appreciated. Thank you.<br></p><br/><br/>suggested by: contactcontacthttps://skele.userecho.com/users/115-contact/topics/tag:skele.userecho.com,2018-04-03:/communities/1/topics/119-dae-exporter-copying-all-properties/2018-04-03T04:44:47+00:002018-04-03T04:44:47+00:00DAE exporter copying all properties [questions] [answered]<p>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).</p><p><br></p><p>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.</p><p>Is there some way I'm missing to export only the properties that I actually animated, so it can be used for layering?</p><br/><br/> tmpxyz replied:<br/><p>Glad to hear that! Keep up the work.</p>David3Rhttps://skele.userecho.com/users/111-david3r/topics/tag:skele.userecho.com,2017-07-17:/communities/1/topics/114-2d-style-character-in-cinema-4d/2017-07-17T10:54:04+00:002017-07-17T10:54:04+00:002d style character in Cinema 4d [ideas] <p>Hello,</p><p><br></p><p><br></p><p>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 <a href="http://blog.advids.co/20-brilliant-2d-character-animation-video-examples/">2D character animation video</a> for some help but couldnt find any. </p><p><br></p><p>Any help is greatly appreciated!!</p><p>Thank you.</p><br/><br/>suggested by: JoeClarkJoeClarkhttps://skele.userecho.com/users/105-joeclark/topics/tag:skele.userecho.com,2017-07-14:/communities/1/topics/113-fist-animations/2017-07-14T14:15:24+00:002017-07-14T14:15:24+00:00Fist Animations? [questions] [answered]<p>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. :(<br></p><br/><br/> tmpxyz replied:<br/><p>Hi, Natal King, </p><p><br></p><p>Thanks for your feedback :)</p><p><br></p><p><strong>1. how to make a character's hand ball up into a fist for fighting animations?</strong></p><p>Do you mean clench the hand? Well, you could just use two groups of keyframes for half-clench and full-clench.</p><p>e.g.: at frame7, you record the keyframes for hand being half-clench, and at frame 15, record keyframes for hand being full-clenched.</p><p><br></p><p><strong>2. Can Skele be used alone or mostly alone for making animations while developing a Unity3d game?</strong></p><p>Yes, you can make animation with Skele alone in Unity3d. </p><p><br></p><p><strong>3. My resources are limited and I cannot afford Autodesk software nor the new iClone 7. :(</strong><br></p><p>If you need a free modeling software, you could check out <strong>Blender<span id="redactor-inline-breakpoint"></span></strong>, I've been using it, I prefer it to 3dsmax.</p><p>Also if you need some free humanoid models & animation resources, check out the adobe's Fuse and Auto-rigger, I think you might find it useful in some circumstances.</p><p><br></p><p><a href="http://www.adobe.com/products/fuse.html">http://www.adobe.com/products/fuse.html</a></p><a href="https://www.mixamo.com/auto-rigger">https://www.mixamo.com/auto-rigger</a><p><br></p><p>Tell me if you need further clarifications, :)</p><p><br></p><p>Best regards,</p><p><br></p>Natal Kinghttps://skele.userecho.com/users/104-natal-king/topics/tag:skele.userecho.com,2017-04-09:/communities/1/topics/80-baking-animation-from-ik-targets-not-including-positions/2017-04-09T12:35:48+00:002017-04-09T12:35:48+00:00Baking Animation from IK Targets not including positions? [questions] [under review]<p>Hi, </p><p><br></p><p>I've just started using Skele and I'm following your video here: <span><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/UGs6XpiDT8s" width="500"></iframe></span></p><p><br></p><p>I've got a simple walk animation using IK (without Hip follow) and using the bake function to create an in place walk animation.</p><p><br></p><p>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.</p><p><br></p><p>Could you please let me know what I'm doing wrong or if this is a bug?</p><p><br></p><p>Thanks</p><br/><br/> tmpxyz replied:<br/><p>Hi, blueCubed,</p><p><br></p><p>Thanks for your feedback, :)</p><p><br></p><p>Let me answer the questions for you,</p><p><br></p><p><strong> "it's only baking the rotations and not the positions of the limbs</strong><strong>"</strong></p><p>Ah, the limb movements don't really involve position change, they're only about rotation.</p><p>You could imagine with your arm, when you raise your hand above your head, the relative position of your elbow to your shoulder, and the relative position of your hand to elbow doesn't change, only the rotations of your joints have changed in the process.</p><p>So, I assume maybe you really mean you didn't see the rotation of the joints?</p><p><br></p><p>If that's what you mean, please check:</p><p>(1) Does the rotation curves for related joints already created by <em>AnimationBaker</em>?</p><p>(2) If you removed the IK-target's curve from animation clip, be sure to remove the constraints too. Otherwise the joints cannot rotate as the IK-target still binds them.</p><p><strong>You could use the "Auto Biped Constraints Setup Utility" to automatically add/remove the IK-targets.</strong></p><p><span><a href="http://www.tmpxyz.com/Skele/docs/83-constraintsys/79-constraint-system-manual?showall=&start=22">http://www.tmpxyz.com/Skele/docs/83-constraintsys/79-constraint-system-manual?showall=&start=22</a><br></span></p><p><br></p><p>Tell me if this doesn't solve the case for you :)</p><p><br></p><p><br></p><p>Best regards,</p><p><br></p>blueCubedhttps://skele.userecho.com/users/71-bluecubed/topics/tag:skele.userecho.com,2017-02-25:/communities/1/topics/79-issues-with-skele197-p4-and-unity-551f1/2017-02-25T16:27:38+00:002017-02-25T16:27:38+00:00Issues with Skele1.9.7 p4 and Unity 5.5.1f1 [bugs] [under review]<p>Hi, </p><p><br></p><p>I've recently upgraded to Unity 5.5.1f1 and have noticed the following issues with Skele :<br></p><ul><li>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...</li><li>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. </li></ul><p>I'm using Windows 10(build 14393.576), Unity 5.5.1f1, and Skele <span>1.9.7 p4</span>. </p><p><br></p><p>Please let me know if you need any more information or screenshots. </p><p><br></p><p>Thanks,</p><p>-Kevin</p><br/><br/> tmpxyz replied:<br/><p>Hi, cecelski, </p><p><br></p><p>Thanks for your feedback :)</p><p><br></p><p>I'm trying to reproduce this issue here on my box( Win10 + Unity5.5.2 + Skele v1.9.7p4)</p><p>So far I've no luck to reproduce the issue in question,</p><p> </p><p>What's the screen resolution of your computer? There's a known issue on some high-resolution machines that Unity might have trouble convert the screen coordinates.</p><p><span><a href="https://forum.unity3d.com/threads/skele-character-animation-tools-cutscenes-and-animations-authoring-tools.240996/page-17#post-2872217">https://forum.unity3d.com/threads/skele-character-animation-tools-cutscenes-and-animations-authoring-tools.240996/page-17#post-2872217</a></span><br></p><p><br></p><p>If that's not the case, please send your model & animation to me via mail,</p><p>And I will try to remake the clip here to try reproducing the issue :)</p><p><br></p><p>Best regards,</p><p></p>cecelskihttps://skele.userecho.com/users/70-cecelski/topics/tag:skele.userecho.com,2017-02-13:/communities/1/topics/78-when-i-reset-all-bones-the-curves-are-going-crazy/2017-02-13T15:33:31+00:002017-02-13T15:33:31+00:00When I reset all bones the curves are going crazy [questions] [answered]<p>Hi,</p><p>I have an animation with only 2 keyframes, it is a hand going from an idle to a close state.</p><p>Finally I like better when all the bones are reset than my close state.</p><p>If I click on reset all bones on my second keyframe, perfect, it takes the right position.</p><p>But if I go through the animation it does crazy things, the fingers instead of going simply from A to B are doing strange circles.</p><p>If I look into the curves before it was straight lines and now it is curves, I tried to change everything but I never have the result I want.</p><p>Is there a way to correct that?<br></p><br/><br/> tmpxyz replied:<br/><p>Hi, </p><p><br></p><p>I just submitted the Skele <strong>v1.9.7 p3 </strong>to AssetStore, it implements the new workaround for the issue mentioned above.</p><p><br></p><p>I've tested with the hand model you sent me on Unity5.6.0p7, it works fine here.</p><p><br></p><p>The package should be online within hours, be sure to tell me if you find new issues, </p><p><br></p><p>Best regards, :)</p><p></p>Cédric Maussionhttps://skele.userecho.com/users/42-cedric-maussion/topics/tag:skele.userecho.com,2016-09-01:/communities/1/topics/77-using-property-of-animator-sp-error-occurred/2016-09-01T10:47:01+00:002016-09-01T10:47:01+00:00Using property of Animator SP error occurred. [bugs] <p>Unity ver 5.3.6p2 personal edition</p><p>Skele ver 1.9.6p4</p><p><br></p><p>Reproduction procedure<br></p><p>1. Open Animator SP window and Create new Take.<br></p><p>2. Create track of Property.<br></p><p>3. Set referenced object and set any numeric value.<br></p><p>4. Create new Keyframe.<br></p><p>5. Save scene. and re-open the scene.<br></p><p>6. Can't find created property track.<br></p><br/><br/>suggested by: umiyukiumiyukihttps://skele.userecho.com/users/67-umiyuki/topics/tag:skele.userecho.com,2016-07-24:/communities/1/topics/76-compile-errors-auf-import-to-unity-535f1/2016-07-24T08:07:28+00:002016-07-24T08:07:28+00:00Compile Errors auf Import to Unity 5.3.5f1 [bugs] [not a bug]<p>Hello, I have imported Skele and I have a lot of Compile Errors in AnimatorData.cs e. g. this line: <span>public void Execute(AMTake take, bool isFrame = true, float value = 0f /* frame or time */)</span></p><p>The error msg says: Standardparameterdesignator are not allow and it points to the = in different lines.</p><p><br></p><p>Can you please help me?</p><p><br></p><p>Best regards</p><br/><br/> tmpxyz replied:<br/><p>Hi, Wohltaeters,</p><p><br></p><p>Great to hear that :)</p><p><br></p><p>If you ever encounter any other issues or have some suggestion, please don't hesitate to tell me,</p><p><br></p><p><br></p><p>Best regards,</p><p><br></p><p><span></span></p>wohltaeterhttps://skele.userecho.com/users/65-wohltaeter/topics/tag:skele.userecho.com,2016-05-14:/communities/1/topics/75-create-two-animations-simulatenously/2016-05-14T11:20:34+00:002016-05-14T11:20:34+00:00Create two animations simulatenously? [ideas] [under review]<p>Hi, I'm thinking of trying to use Skele to author some "throw" animations for my Universal Fighting Engine project. Would it be at all possible to edit animations for two characters simultaneously? That way I could see how the two look together as they happen. Thanks!</p><br/><br/> Christopher Richardson replied:<br/><p><em></em> yeah, having the ability to preview two animations simultaneously would be cool.</p><p><br></p><p>And yes I'm sure the clips would need to be separate. Thx again! </p>Christopher Richardsonhttps://skele.userecho.com/users/41-christopher-richardson/topics/tag:skele.userecho.com,2016-05-13:/communities/1/topics/14-error-message-nullreferenceexception-object-reference-not-set-to-an-instance-of-an-object/2016-05-13T05:54:30+00:002016-05-13T05:54:30+00:00Error message, NullReferenceException: Object reference not set to an instance of an object [bugs] [not a bug]tried skele in a new project and got the message:" <span>NullReferenceException: Object reference not set to an instance of an object</span>"<br><br>Video of the bug happening:<span><a href="https://www.dropbox.com/s/0t2462ngmphnpgs/scrennRec1.flv?dl=0">https://www.dropbox.com/s/0t2462ngmphnpgs/scrennRec1.flv?dl=0</a><br><br>Kyle model straight from the asset store, no other plugins installed<br><br>Using windows 8.1 and unity 5.1.3f1</span><br/><br/> rahul kumar replied:<br/><p>NullReferenceException indicates that you are trying to access member fields, or function types, on an object reference that points to null. That means the reference to an Object which is not initialized.</p><p><br>It's usually better to avoid a NullReferenceException than to handle it after it occurs. Handling an exception can make your code harder to maintain and understand, and can sometimes introduce other bugs. A NullReferenceException is often a non-recoverable error. In these cases, letting the exception stop the app might be the best alternative. More about.....<a href="http://net-informations.com/q/faq/null.html">NullReferenceException</a><br></p><p></p><p>Riyan<br></p>Charles Geringerhttps://skele.userecho.com/users/31-charles-geringer/topics/tag:skele.userecho.com,2016-05-08:/communities/1/topics/21-dae-exporter-improvement-suggestions/2016-05-08T12:07:35+00:002016-05-08T12:07:35+00:00DAE exporter improvement suggestions [ideas] [completed]Here are some suggestions to improve the DAE exporter that could have saved me hours of tedium. <br><br>First when exporting clips automatically have the name set to the name of the animation clip being exported and then have the embedded anim cli within the DAE named the same (instead of take 001). <br><span><br>And setting it up to batch multiple files at once would be heavensent!<br></span><br/><br/> tmpxyz replied:<br/><p>Yeah, a drop area is a good idea. :D</p>Christopher Richardsonhttps://skele.userecho.com/users/41-christopher-richardson/topics/tag:skele.userecho.com,2016-04-24:/communities/1/topics/74-ik-constraints-and-interpolation/2016-04-24T03:34:34+00:002016-04-24T03:34:34+00:00IK, Constraints and Interpolation [bugs] [fixed]<p>Hi, I have been having a lot of issues using IK and getting smooth interpolation, mostly I am getting limbs spinning much beyond 360 degrees, and requiring a lot of extra work to clean up the curves.</p><p><br></p><p>It occurs whether using Euler angles or Quaternions, the new IK system with constraints or the old IK system. In edit mode or outside using CCDSolver components and helper markers.</p><p><br></p><p>This post is going to be dedicated to some odd behavior using the CCDSolver method for IK and Constraints. </p><p><strong>Here is the test scene</strong> with required extras. <span><a href="http://s000.tinyupload.com/index.php?file_id=73674831954535073720">http://s000.tinyupload.com/index.php?file_id=73674831954535073720</a></span></p><p>Inside you will find the test scene "Adv_ConstraintForWalk_Bugged" which is just a slightly edited Adv_ConstraintForWalk<span> scene set up for animation.</span></p><p><span>You will also find the animation "InterpolationBugged" and the controller "Robot Kyle G". </span></p><p>Now the Controller is not linked to the animation, so throw the animation in there.</p><p><br></p><p><strong>In the Hierarchy</strong>, open up the game Object "Robot Kyle M -> Hips -> LeftUpLeg"</p><p>Head into the Animation view and select InterpolationBugged animation. </p><p><br></p><p>1. Note the LeftUpLeg bone rotation values.</p><p>2. Now start dragging the animation Key frames from start to end and then all the way back to start.</p><p><br></p><p><strong>Repeat step 2 a few times</strong> and you will notice that for every repetition the rotation values such as Y will start increasing/decreasing as long as you repeat the process. (<em>I've had it occur on Z aswell, only X that it does not occur on</em>).</p><p><br></p><p>This causes a lot of issues when you just want to go over the animation progress scrolling back and forth through the key frames. Once you decide to bake using the <strong>AnimationBaker</strong><span>, those ridiculous values of rotations get used as keys, and the interpolation goes completely haywire, with limbs rotating thousand of times between key frames. It slows the animation down a lot, needing to spend a lot of time having to clean it all up.</span></p><p><span><br></span></p><p><span>The animation in there was just me fiddling trying to reproduce the issue. It doesn't seem to take much, just create an animation moving forward for a moderate amount of keys, and the bug will appear. The more the limbs rotate, such as upper leg, the quicker it will appear. The increase of rotations seems to be at a very specific point in the "InterpolationBugged" animation when going beyond about 0:35 and then back. Lack of RightFootTarget.position? No idea, but then why is it occurring on LeftFoot (<em>I have managed to get it on RightFoot aswell</em>). I get the same kind of issues animating my own model (<em>Which is what led me to test it with the generic Robot Kyle model</em>).</span></p><p><span><br></span></p><p><span>I hope that this post was of any worth and that the root of the issue can be found and solved.</span></p><p><span><br></span></p><p><span>Best regards.</span></p><br/><br/> tmpxyz replied:<br/><p>This fix is included in <strong>Skele 1.9.5p1</strong>, should be online in hours.</p>Chujihttps://skele.userecho.com/users/63-chuji/topics/tag:skele.userecho.com,2016-04-23:/communities/1/topics/72-morph3d-support/2016-04-23T05:51:03+00:002016-04-23T05:51:03+00:00Morph3D support [questions] [answered]<p>Hello, I've been trying to use Skele with Morph 3D products <br><span><a href="https://www.assetstore.unity3d.com/en/#!/search/page=2/sortby=popularity/query=publisher:13832">https://www.assetstore.unity3d.com/en/#!/search/page=2/sortby=popularity/query=publisher:13832</a></span><br><br>It worked great until I tried to use age Blend properties (to make the character look like a child).<br>Once I go back to StartEdit, the skeleton is not resized to follow the mesh <img src="/s/attachments/14044/1/0/429477bc8e33929551a99cfad5450f6c.png"><span><br><br>I tried to use BindPose Fixer to adjust the skeleton to body but every time I save and restart my project this happens <br><br><img src="/s/attachments/14044/1/0/0b10900802d193898ffa99f22eb37e5c.png"><br><br><br></span>If i click on bind pose fixer again it fixes the body but the skeleton goes back to default adult scale<br><br><img src="/s/attachments/14044/1/0/8a8da36ea657f6785b94a3232fdbac9d.png"><br><br><br>is there something im doing wrong? it does not retain what i saved. <br><br>Thank you<br><br><br><br><br></p><br/><br/> tmpxyz replied:<br/>Val Pestilencehttps://skele.userecho.com/users/62-val-pestilence/topics/tag:skele.userecho.com,2016-04-21:/communities/1/topics/27-cant-create-rootmotion-targetexception/2016-04-21T05:50:03+00:002016-04-21T05:50:03+00:00Cant create RootMotion - TargetException [bugs] [fixed]I have troubles creatimg root motion for an animation created with skele.<br>I just click on the "make root motion" button, drag the root transform into the window but then those errors appear:<br>RCall.GetProp: Failed to get prop "UnityEditor.AnimationWindow.state"<br><br>TargetException: Non-static field requires a target<br>System.Reflection.MonoField,GetValue(System.Object obj)<br><br>and sometimes<br>RenderTexture warning: Destroying active render texture. Switching to main context.<br><br>i'm using Unity 5.1.1f1,<br>please help, I need those animations badly - I can't go on with my project :(<br><ul><li><span></span></li></ul><br/><br/> tmpxyz replied:<br/><p>Method for creating RootMotion is updated, check the post below:</p><p><span><a href="http://www.tmpxyz.com/Skele/docs/84-utility/80-utilities?showall=&start=6">http://www.tmpxyz.com/Skele/docs/84-utility/80-utilities?showall=&start=6</a></span></p>Julian Bydzovskyhttps://skele.userecho.com/users/23-julian-bydzovsky/topics/tag:skele.userecho.com,2016-04-02:/communities/1/topics/70-problem-either-with-skele-or-my-understanding-cant-find-the-answer/2016-04-02T02:41:30+00:002016-04-02T02:41:30+00:00Problem either with Skele or my understanding; can't find the answer [bugs] [not a bug]<p>I sent an email 5 days ago, but no reply so I thought I'd try here. I purchased the Skele Character Animation asset from the Unity Asset Store, and I spent a few hours becoming acquainted with how to use it. I'm having a problem however that I'm unable to solve myself, which could be with Skele or some functionality about which I'm confused.</p><p><br></p><p>.I have created an animation, where my character FBX (rigged as Generic) is standing still with the following values assigned to his hips (which I believe is the root note for his skeleton.)</p><p><br></p><p>RotationX: -0.0265</p><div>RotationY: 269.5891</div><div>RotationZ: 266.3089</div><div><br></div><div>I then have him turning to his right a few key frames later, with these values:</div><div><br></div><div>RotationX: 3.486</div><div>RotationY: 379.2218</div><div>RotationZ: 271.2145</div><div><br></div><div>And from there I have attempted to have him perform a rotation as an inversion (a side flip) to his left, by using the rotation tool to finish with these values at the end of the animation:</div><div><br></div><div>RotationX: -2.055</div><div>RotationY: 739.1045 (rotation occurs only around the Y axis?)</div><div>RotationZ: 271.213</div><div> </div><p>The problem I'm finding, is as you can see the values leave him simply turning around to his right a full vertical rotation (instead of having him flip upside down as I attempted with the rotation tool. Note while using the tool he does rotate in the intended way, but once I play the animation it becomes a vertical spin instead.) I'm assuming the values would have to be dramatically different to achieve a flip, but without using the rotation tool I'm unsure what they would be. </p><p><br></p><p>One of the major reasons I purchased this asset was that I am attempting to make a large number of animations to represent complex acrobatics, and so this is an important obstacle to be able to overcome. Anything you can tell me about what I may be missing or doing wrong is very helpful, or if this is an error I would be interested to know what can be done about it. Thanks to anyone for their insight.</p><br/><br/> tmpxyz replied:<br/>Enemyovercasthttps://skele.userecho.com/users/58-enemyovercast/topics/tag:skele.userecho.com,2016-04-02:/communities/1/topics/71-fullserialiserfullinspector-clash-with-skele/2016-04-02T02:39:49+00:002016-04-02T02:39:49+00:00FullSerialiser/FullInspector clash with Skele? [questions] [answered]<p>Hello! I am just trying to import Skele into my project but I am having a weird issue where it seems to clash with FullSerialiser which is already part of my project. I am getting an error in Utilty.cs something about the fsSerialiser type already having been defined (I am sorry I've actually removed Skele now so I could keep working, I should have probably copy pasted the error somewhere before I did that). Any ideas what I can do about this? Many thanks</p><br/><br/> tmpxyz replied:<br/>oxyscythehttps://skele.userecho.com/users/59-oxyscythe/topics/tag:skele.userecho.com,2016-04-02:/communities/1/topics/68-dae-exporter-not-copying-all-properties-within-an-animation/2016-04-02T02:37:56+00:002016-04-02T02:37:56+00:00DAE exporter not copying all properties within an animation [questions] [answered]<p>I have a generic animation I am trying to convert into a humanoid clip.</p><p>It seems to only copy the properties that have a bone related to it.</p><p><br></p><p>For example if you want to flip a sword in the animation and then convert it to humanoid all the key/properties for the sword within the Dopesheet are gone.</p><p><br></p><p>How do I get it to keep those properties?</p><br/><br/> tmpxyz replied:<br/>katanasteelwindhttps://skele.userecho.com/users/28-katanasteelwind/topics/tag:skele.userecho.com,2016-04-02:/communities/1/topics/65-converting-generic-animation-to-humanoid-animation-using-dae-exporter/2016-04-02T02:34:32+00:002016-04-02T02:34:32+00:00Converting Generic Animation to Humanoid Animation using Dae Exporter [questions] [answered]<p>So I have tried the model robot kyle (generic) in your package to create a sample animation and saved it as "new animation.anim" </p><p></p><p><img src="/s/attachments/14044/1/53/a223708cc9de203c59e2e7270301829d.png"></p><p><br></p><p>Then I tried to use dae exporter</p><p></p><p><img src="/s/attachments/14044/1/53/11a5d138945835d7af93305dafa577f4.png"></p><p><br></p><p>Now I have the dae file together with the animation and change the animation type to humanoid</p><p><br></p><p></p><p><br></p><p><img src="/s/attachments/14044/1/53/5867cadca78c5ff3ef8f7e3968dd3f6f.png"></p><p><br></p><p><br></p><p>The problem now is when try to play the animation in this humanoid character it doesn't move or play any animation even in the preview animation as i tried to put different avatar, no animation at all. I already followed your video sample on how to do it. I just suggest next time talk in the tutorial rather than just reading on your notes.<br></p><br/><br/> tmpxyz replied:<br/>Robin Gatchalianhttps://skele.userecho.com/users/53-robin-gatchalian/topics/tag:skele.userecho.com,2016-01-16:/communities/1/topics/11-can-this-be-done/2016-01-16T10:11:25+00:002016-01-16T10:11:25+00:00Can this be done? [ideas] <p><span><a href="http://creature.kestrelmoon.com/">http://</a></span><span style="background-color: initial;"><a href="http://creature.kestrelmoon.com/">creature.kestrelmoon.com/</a></span></p><p><br></p><p>Please take a look at the above link. It is a great way to animate bones using Motors and IK. </p><p>Can this be done for 3d models too?. </p><p><br></p><p>It would be great to have this kind of flexibility for animating 3d models. Please leave a reply if you can do it, as I suppose you can surely do it. :)</p><p><br></p><p><br></p><br/><br/> tmpxyz changed status to Harry Cashhttps://skele.userecho.com/users/48-harry-cash/topics/tag:skele.userecho.com,2015-12-19:/communities/1/topics/28-error-on-unity-522/2015-12-19T02:03:20+00:002015-12-19T02:03:20+00:00Error on Unity 5.2.2 [ideas] [completed]<p> 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' "</p><p><br></p><p>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' " </p><div>Could you help me please to solve this.<br></div><div><br></div><p>Thank you</p><br/><br/> tmpxyz replied:<br/><p>Glad to know you solved it :)</p><p><br></p><p>If you ever encounter other problems or have suggestions, just tell me </p><p><br></p><p>Best regards,</p>Gosolohttps://skele.userecho.com/users/51-gosolo/topics/tag:skele.userecho.com,2015-11-28:/knowledge-bases/2/articles/34-4-misc/2015-11-28T06:20:52+00:002015-11-28T06:20:52+00:004. Misc [news] <p><br></p><p><strong>1. Make Snapshot</strong><br></p><p><img alt="$4.gif" style="color: rgb(85, 85, 85); background-color: rgb(255, 255, 255);"></p><p><br><br></p><p><br></p><p><a href="https://www.youtube.com/watch?v=velJ588abo0"><strong>2. Workaround for Humanoid Keyframing Forbiddance</strong></a><br></p><p>Skele cannot directly create animation for Humanoid rig character due to Unity restriction, we need to use generic duplicate rig to make animation. (Thanks to dibdab pointing out) (this method should be replaced by DAE exporter, I leave it here just because it might be useful in some rare cases)</p><p><br><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/velJ588abo0" width="500"></iframe><p><br><br></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/17/17.html"><strong>3. Sharing Skeleton between Multiple Skinned-Meshes</strong></a></p><p><br><br></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/17/17.html"><img alt="[IMG data-verified=">" src="https://dl.dropboxusercontent.com/u/1126224/Skele/17/cover.jpg"></a></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/17/17.html"><br><br></a></p><p><a href="https://www.youtube.com/watch?v=l7rLZWFrFzY"><strong>4. Use PoseManager to Save/Load pose in Disk </strong></a><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/18/18.html"></a></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/18/18.html"><br><br></a></p><p></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/l7rLZWFrFzY" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=0IfD44g41yE"><strong>5. Convert Muscle Clip to Legacy/Generic Clip</strong></a></p><p><br><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/0IfD44g41yE" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=cXYO4QOy8_s"><strong>6. Make RootMotion</strong></a></p><p><br><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/cXYO4QOy8_s" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=r_Bu2GNCXfs"><strong>6.1 Examples of Applying RootMotion </strong></a><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/r_Bu2GNCXfs" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=nkw1mp9LbGs"><strong>7. Dope Sheet Marker</strong></a><br></p><p>When you have tens of curves in the Dope sheet, it'll be a problem to find corresponding item in both direction ( dope sheet <-> bones ). That's why we introduce Dope Sheet Marker, it will help you get to what you need immediately.</p><p><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/nkw1mp9LbGs" width="500"></iframe><p><br><br></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/25/25.html"></a></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/25/25.html"><br><br></a></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/25/25.html"><strong>8. DAE exporter for Animation</strong></a><br></p><p>You can use generated DAE archive to directly convert your animation from Legacy/Generic => Humanoid, or you could modify it in your favorite modelling softwares, it's up to you.</p><p><br><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/-NTpUvqXkws" width="500"></iframe><p><a href="http://youtu.be/btAAl8Gz8LU"></a></p><p><a href="http://youtu.be/btAAl8Gz8LU"><br><br></a></p><p><a href="http://youtu.be/btAAl8Gz8LU"><strong>8.1 DAE exporter for Non-skinned mesh</strong></a><br></p><p>You can also export only non-skinned mesh with our DAE exporter</p><p><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/btAAl8Gz8LU" width="500"></iframe><p><br></p><p><a href="https://www.youtube.com/watch?v=TNCng47imhU"><strong>8.2 Examples of Clips Conversion</strong></a><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/TNCng47imhU" width="500"></iframe><p><br><br></p><p><a href="https://dl.dropboxusercontent.com/u/1126224/Skele/28/28.html"><strong>9. Bind Pose Fixer</strong></a><br></p><p>Change the bone pivots without affecting skin</p><p><br><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/q3T7JtXZZX8" width="500"></iframe><p><a href="https://www.youtube.com/watch?v=craINi0sTsk"></a></p><p><a href="https://www.youtube.com/watch?v=craINi0sTsk"><br><br></a></p><p><a href="https://www.youtube.com/watch?v=craINi0sTsk"><strong>10. Merge animation clips and AnimationCurveProp Editor</strong></a><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/craINi0sTsk" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=kfVO6HcX3Dw"><strong>11. Animation Mirroring Tool</strong></a><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/kfVO6HcX3Dw" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=gud7x3VQjCk"><strong>12. Change Transform Path</strong></a><br></p><iframe frameborder="0" height="281" src="//www.youtube.com/embed/gud7x3VQjCk" width="500"></iframe><p><br><br></p><p><a href="https://www.youtube.com/watch?v=Re3mtmnAGuo"><strong>13. Mesh Pivot Fixer</strong></a><br></p><p></p><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/Re3mtmnAGuo" width="500"></iframe><p><a href="https://www.youtube.com/watch?v=RZAq04MZ0dw">14. Animation Compressor</a></p><p><br></p><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/RZAq04MZ0dw" width="500">&amp;lt;span id="selection-marker-1" class="redactor-selection-marker" data-verified="redactor"&amp;gt;&amp;lt;/span&amp;gt;</iframe><p><br></p><p><a href="https://www.youtube.com/watch?v=LJGEth6Hcus"><strong>15. Spline Editor</strong></a></p><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/LJGEth6Hcus" width="500">&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;lt;span id="selection-marker-1" class="redactor-selection-marker" data-verified="redactor"&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;amp;gt;</iframe><br/><br/>suggested by: tmpxyztmpxyzhttps://skele.userecho.com/users/2-tmpxyz/topics/tag:skele.userecho.com,2015-11-10:/communities/1/topics/10-can-this-be-used-to-animate-2d/2015-11-10T02:25:07+00:002015-11-10T02:25:07+00:00Can this be used to animate 2D? [questions] [answered]<p>Can this be used to animate 2D?</p><br/><br/> tmpxyz replied:<br/>Theron Daniel Huffmanhttps://skele.userecho.com/users/46-theron-daniel-huffman/topics/tag:skele.userecho.com,2015-10-22:/communities/1/topics/25-cut-scene-editor-window/2015-10-22T14:26:31+00:002015-10-22T14:26:31+00:00Cut scene editor window [questions] [answered]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)<br>I am attempting to follow along with the "<span>[Skele: Character Animation Tools] Tutorial of making cutscene, part 1" on youtube</span><span> </span> <br/><br/> tmpxyz replied:<br/><p>We've just updated to <a href="https://www.assetstore.unity3d.com/en/#!/content/16899">Skele 1.9.0b1,</a></p><p><br></p><p>It includes a modified version of <a href="https://www.assetstore.unity3d.com/en/#!/content/3485">Animator: Timeline editor</a> for Cutscene Authoring.</p><p>As it's still in beta state, there could still be some bugs sneaking around.</p><p>But you could take a test with that or check the included example scenes;</p><p><br></p><p><img><br></p>John Lewishttps://skele.userecho.com/users/38-john-lewis/topics/tag:skele.userecho.com,2015-10-22:/communities/1/topics/8-cancel/2015-10-22T14:20:37+00:002015-10-22T14:20:37+00:00Cancel [questions] [answered]<p>Hi,</p><p>How do you cancel and go back to your last position, I think I saw a guy did it in a video but I do not find how to do it.</p><br/><br/> tmpxyz replied:<br/><p>Hi, </p><p><br></p><p>It used to automatically update in Unity4, but since Unity5 AnimationWindow has caught up the issue below,</p><p><span><a href="http://issuetracker.unity3d.com/issues/undoing-animation-doesnt-have-visible-results-in-the-scene-view">http://issuetracker.unity3d.com/issues/undoing-animation-doesnt-have-visible-results-in-the-scene-view</a></span></p><p><br></p><p>Hope UnityDev could fix it in near updates.</p><p><br></p><p>Best regards,</p>Cédric Maussionhttps://skele.userecho.com/users/42-cedric-maussion/topics/tag:skele.userecho.com,2015-10-16:/communities/1/topics/16-any-plans-of-creating-character-creation-tool-kit-as-well-not-for-humonoids-a-general-all-purpose/2015-10-16T13:40:19+00:002015-10-16T13:40:19+00:00Any plans of creating Character creation tool kit as well. Not for Humonoids a general all purpose one [ideas] [completed]<span>Any plans of creating Character creation tool kit as well. Not for Humonoids a general all purpose tool for Cartoon, animal characters..</span><br/><br/> tmpxyz replied:<br/><p>Hi, Chandra Devaguptam, </p><p><br></p><p>Thanks for the feedback :)</p><p><br></p><p>Skele could animate any rigged-models, humanoid, animals, objects, etc. But we currently have no plan to make modeling tools yet.</p><p><br></p><p>Best regards, Be creative,</p><p><br></p>Chandra Devaguptamhttps://skele.userecho.com/users/40-chandra-devaguptam/topics/tag:skele.userecho.com,2015-10-07:/knowledge-bases/2/articles/47-qa-how-to-transfer-legacy-clips-to-other-models/2015-10-07T13:55:33+00:002015-10-07T13:55:33+00:00Q&A: how to transfer Legacy clips to other models? [news] Animation transferring is possible in most situations, you need use different methods according to specific situation.<br><br><strong>Assume you have a legacy animation X on model A, and now you want to use it on another model B;</strong><br><br>We'll discuss different situations one by one:<br><br><strong>2.1 A and B are both Legacy/Generic models, and they have same skeleton.</strong><br>This is the easiest case, you could directly use X on B without extra effort.<br><br>if you want the clip work on Generic model, you could change the animation type between Legacy <-> Generic by changing the <strong>Animation type</strong> of the clip.<br><br>click the right-top gear icon, select "Debug", then change the Animation Type field ( 1 -- Legacy, 2 -- Generic ) [edit: for Unity5, it's not an int but a toggle of "Legacy"]<br><br><div>============================================================<br><br><div><strong>2.2 A is Legacy/Generic model, B is Humanoid rig model</strong><br>1. Use our DAE Exporter to export the animation clip as DAE archive;<br>2. in the DAE importer setting, set to Humanoid rig.<br>3. the clip is a muscle clip now, you could use it on other humanoid rig model. (i.e.: you could use it on B)<br>============================================================<br><br><div><div><strong>2.3 A and B are both biped Legacy/Generic model, but their skeleton are different</strong><br><div>Method 1: (Standard method)<br> export A and X with DAE export, get the new muscle clip (Y)<br> Make B as Humanoid rig model (called C), and apply the Y clip on C;<br> use MuscleClipConverter to bake the muscle clip Y to a Legacy/Generic clip (called Z);<br> Z could be used on B<br><br>Method 2: ( tricky method, not recommended in standard circumstance)<br> In v1.6, we have a new AnimClip Property editor, <br> Make a copy of X ==> Y;<br> then modify the <u>transform path</u> (e.g..: Root/Spine/Spine1/RightUpperArm) in Y to fit the corresponding bones in B;<br> As long as the transform path is fit, the clip will work fine on B.<br>============================================================<br></div></div></div></div></div><br/><br/>suggested by: tmpxyztmpxyzhttps://skele.userecho.com/users/2-tmpxyz/topics/tag:skele.userecho.com,2015-09-29:/knowledge-bases/2/articles/39-ik-constraints-since-v183b1/2015-09-29T15:47:43+00:002015-09-29T15:47:43+00:00IK & Constraints [since v1.8.3b1] [news] <br><strong>This document is for the new CCDIK & Constraint systems, which is added since Skele v1.8.3b1;<br>It will be consist of two parts : (1) editor usage (2) runtime usage;</strong><br><br><strong><h3>1. Editor Usage</h3><br></strong><strong><h4>1.1 Enable CCD IK</h4></strong><br>The new CCD IK implementation could be used to replace the old IK implementation in SMREditor.<br><br>Currently SMREditor still uses the old IK as the default IK solver, if you want to try the new IK solver, just click the button to enable.<br><br><img src="/s/attachments/14044/2/2/b26ca00ffc7e40c4d72051ecdcbaced5.png"><br>( Click the button to make it display "New IK Sys Enabled" )<br><br><br><strong><h4>1.2 Add constraints on joints</h4></strong><br>We could add constraints component on joints to improve the quality of IK solution.<br>The constraints component could be used both in edit-mode and game-mode;<br><br>Currently there're <em>two</em> different types of constraints;<br><br><strong>(1) Angle Constraint:</strong><br>Angle constraint is to limit the joint to only rotate along ONE axis. You could also define the valid range of the rotation angle.<br><br><img src="/s/attachments/14044/2/2/bd0f5945d86b16c64338a5e9780bbcee.png"><br><br><strong>(1.1) Setup</strong><br>Just add the component, if we're lucky, all the things will be setup automatically.<br><br><em>The red axis: the rotation axis, which the joint will rotate around<br></em><em>The green axis: the primary axis, which points the direction of 0 degree.</em><br><br>* What if the red-axis is pointing wrong direction?<br>The red-axis <em></em>is supposed to be perpendicular to the two bones linked to this joint. But if the two bones are in the same line, the red axis could get the wrong result.<br>In such case, <strong>just rotate the forearm inward a little and click the "ReInit" button, </strong><br><br><strong>(1.2) Fields intro</strong><br><br><ul><li><strong>Enabled:</strong> if this toggle is unchecked, IK solver will not try applying this constraint;</li><li><strong>nextJoint:</strong> usually, this is auto-set to the first child of the joint transform, you could change it if necessary.</li><li><strong>ReInit: </strong>clicking this button will trigger calculation of all parameters.</li><li><strong>Angle Li</strong><strong>mits: </strong>limit the valid range of angles when rotate around the "Rotation Axis", ([-180f, 180f], LHS)</li><li><strong>Rotation Axis: </strong>in 95% cases, you should not change it by hand, just click the ReInit button after rotate the child bone and let the editor to calculate the cross-product for you</li><li><strong>Primary Axis: </strong>in 95% cases, you don't need to change it by hand, this axis by default is in the same direction of the parent bone;</li><li><strong>Display Settings: </strong>some gizmos settings, the changes made here are only valid in one Unity session. You could make permanent changes in the "Edit/Preferences/Skele" settings;</li></ul><strong>(1.3) Remark</strong><br><br>About Angle Limits, it should be <-135, 0> for elbow and knee joints in usual case, <br><br><br><strong>(2) Cone Constraint</strong><br>Cone Constraint limits the angle between the bone and a reference axis in specified range.<br><br><img src="/s/attachments/14044/2/2/3402d2040bc045ee760cd2aabc3a231f.png"><br><br><strong>(2.1) Setup</strong><br><br>Just add the component, if we're lucky, all the things will be setup automatically.<br><br><em>The red axis: the reference axis, the angle between the bone and this axis cannot exceed the specified limit.</em><br><br>The reference axis is by default in the same direction of the (this.position - parent.position);<br>If you need to change the cone's base direction, just modify it as you like.<br><br>"Twist" is defined by how much you've rotated around the bone axis (nextJoint.position - this.position) from the init state; <br>The init state could be updated by clicking the "ReInit" button.<br><br><strong>(2.2) Field Info<br></strong><br><ul><li>Enabled: if this toggle is unchecked, IK solver will not try applying this constraint;</li><li>nextJoint: usually, this is auto-set to the first child of the joint transform, you could change it if necessary.</li><li>ReInit: clicking this button will trigger calculation of all parameters.</li><li>Angle Limits: the upper limit of angle between refAxis and the bone [0, 180f]</li><li>Ref Axis: the red axis, used to calculate the angle with bone;</li><li>Limit Twist: if unchecked, will not limit the twist around bone axis;</li><li>Twist Limits: the limits of rotation around bone axis, ([-180f, 180f], LHS);</li><li>Display Settings: some gizmos settings, the changes made here are only valid in one Unity session. You could make permanent changes in the "Edit/Preferences/Skele" settings;</li></ul><strong>(2.3) Remark</strong><br><br>The angle limit for shoulder should be around 90d to 110d in usual case;<br>The angle limit for thigh should be around 125d, might also need to rotate the refAxis to make sure the leg could raise up without hindrance;<br>The twist limit for shoulder and neck should be [-90d, 90d] in usual case;<br>The twist limit for thigh and spine should be about [-45d, 45d] in usual case;<br><br><br><h4>1.3 Usage in SMREditor</h4>No change, the same as before.<br><br><br><strong><h3>2. Runtime Usage</h3></strong>In order to use CCD IK in runtime, there're two methods:<br><ol><li>Add CCDSolverMB monobehaviour at pre-defined endJoints, and retrieve CCDSolver from them during runtime;</li><li>Directly create CCDSolver instances in runtime;</li></ol><br>After you get CCDSolver instance, you could execute IK calculation by:<br><span style="color: rgb(79, 97, 40);"><pre>solver.Target = <targetPos>;solver.Execute(); </pre></span>You could check <em>MarkerCtrl.cs</em> for examples;<br><br><br><strong>(1) CCDSolverMB monoBehaviour</strong><br><img src="/s/attachments/14044/2/2/9a0a40428468845f515a929549752bd0.png"><br><br>Adding a monoBehaviour helps saving the IK settings in the gameObject.<br><br><strong>(1.1) Fields explanations:</strong><br><br><ul><li>Bone Count: the bone is counted upward along the hierarchy. (default: 2)</li><li>Dist Threshold: If the distance between endJoint & target is less than the threshold, the IK solver will consider the solution is found and return immediately; (default: 1e-05)</li><li>Use Damp: limit the angle one joint can rotate at most in one iteration; (default: on)</li><li>Global Damp: the damp limit, in degree (default: 10)</li><li>Revert Option: If IK solver cannot make endJoint reach target, and cannot make the last bone point toward the target, the result is considered "unreasonable". When such case happens, solver could revert the result according to the option. <br> (1) No revert: just let it be, do nothing; <br> (2) Revert to start state: revert all joints before IK solver starts to work;<br> (3) Revert to Prev Reasonable result: revert to prev reasonable solution, if none, then the init pose;</li></ul>--- All the options below are for debugging use ---<br><ul><li>Show Handle: show a position handle to indicate targetPos, used to manual trigger IK calculation;</li><li>Zero: make all the joints' localRotation in IK chain to be Quaternion.identity;</li><li>Ret: make the position handle to return to the endJoint position;</li><li>Follow: make the IK solver to calculate a solution to reach targetPos;</li><li>StartStep: For debug use, split the IK iteration into many steps for human eye inspection.</li><li>Step: make one step in IK iteration;</li><li>Continue: no more single steps, directly go though to the end of IK calculation;</li></ul><strong>(1.2) Get CCDSolver from CCDSolverMB:</strong><br><span style="color: rgb(79, 97, 40);"><br><pre>CCDSolver solver = mb.GetSolver(); //mb is the MonoBehaviour</pre></span><br><br><strong>(2) Create Solver in script</strong><br><br>Just directly create it and call the SetBones method, if you want to use parameters different from default, just call the public properties on the CCDSolver.<br><pre>CCDSolver solver = new CCDSolver();solver.SetBones(endJoint, boneCount);</pre><br><br><br><br/><br/>suggested by: tmpxyztmpxyzhttps://skele.userecho.com/users/2-tmpxyz/topics/tag:skele.userecho.com,2015-09-29:/knowledge-bases/2/articles/38-intro-index/2015-09-29T11:02:35+00:002015-09-29T11:02:35+00:00Intro & Index [news] Hi, developers ! <br><br>I have released this editor extension <em>Skele</em> to help developers to <strong>do animation and cutscene stuffs right inside UnityEditor </strong>for their rigged characters;<br><br><strong><em>Skele: Character Animation Tools</em></strong> speeds up animator/indie's animation workflow in several ways:<br>1. <strong>Enable developers to</strong> <strong>make / modify</strong> character animations in UnityEditor, reduce software switching and tedious import/export/split work;<br>2.<strong> Integrate</strong> character animations authoring with code/fx/audio/gui/etc in advanced situations. Greatly accelerate authoring productivity for complex multi-character scenes (cutscenes / finishing moves / etc);<br>3. <strong>Make blendshape-like vertex animation </strong>in UnityEditor;<br>3. <strong>Convert</strong> animations between Legacy/Generic/Humanoid rig types, also export mesh and animations in DAE archive.<br>4.<strong> Utilize the clips you bought from store</strong>, modify them to your needs, convert clip type, export to external softwares, etc.<br><br><strong>Main Feature list:</strong><br><ul><li><strong>Make animation for your rigged characters with FK/IK support</strong> -- not just biped, you could manipulate any rigged models.</li><li><strong>Modify animations from prefabs</strong>. Take out the animations from fbx/dae archives or convert from muscle clips, modify and get the result immediately.</li><li><strong>Create complex multi-character actions with ease [BETA]</strong>. Edit the animations right inplace, and easily integrate with code/fx/audio/gui/etc.</li><li><strong>Visualize</strong> the bone link, the vertices, and bone weights, etc.</li><li><strong>Reduce the folder size</strong>, you don't need to include duplicate meshes for each animation.</li><li><strong>Make/Save/Load pose on disk</strong></li><li><strong>Convert MuscleClip to Legacy/Generic Clip</strong></li><li><strong>Convert Root Bone curves into RootMotion for Animator component</strong></li><li><strong>Export mesh and animation into DAE archive</strong></li><li><strong>Edit multi-part meshes</strong></li><li><strong>Fix bind pose</strong>, adjust bone pivot position and rotation without affecting skin.</li><li><strong>Mirror</strong> your anim clips</li><li><strong>Modify </strong>Animation curve's property, path, type.</li><li><strong>Fix pivot</strong> of non-skinned meshes</li><li><strong>Make Blendshape-like vertex animations</strong> in UnityEditor</li></ul><br><strong>See Also:</strong><br><ul><li><a href="https://www.assetstore.unity3d.com/#/content/16899">Asset Store Page</a></li><li><a href="https://www.youtube.com/channel/UCLhQ5ZXMdmnf40mmuKsUQPQ">YouTube Channel</a></li><li><a href="http://tmpxyz.wix.com/alpha">Website</a></li><li><a href="http://tmpxyz.wix.com/alpha#!shortcut-list/c1l8y">Shortcut List</a></li><li><a href="http://tmpxyz.wix.com/alpha#!releasenotes/c1fda">Release Notes</a></li></ul><br><br><strong>Contents: [Click on each BIG BLUE TITLE to jump to corresponding video pages]</strong><br><br><h3><a href="https://skele.userecho.com/topic/479594-1-general/">1. Overview</a></h3>1.1 FK and display control<br>1.2 A simple animation<br>1.3 Make simple facial animation<br>1.4 Modify animations from FBX files<br>1.5 A standard cutscene<br>1.6 Animate character and prop together<br>1.7.1 Animation Authoring Basic Tutorial 001<br>1.7.2 Animation Authoring Basic Tutorial 101<br>1.8 FPS Hand Animation Example<br><br><h3><a href="https://skele.userecho.com/topic/479596-2-cutscenes/">2. Cutscene and Prefab-Actions</a></h3>2.1 Cutscene Demo: Replace Actors<br>2.2 Cutscene Demo: QTE<br>2.3 Cutscene Tutorial Part 1: Standard<br>2.4 Cutscene Demo: Catchball<br>2.5 Cutscene Demo: Killing blow / Finishing move<br>2.6 Cutscene Demo: Fight<br>2.7 Play Demo 0<br>2.8 Dance Demo 0<br>2.9 Cutscene Tutorial Part 2: QTE<br>2.10 Cutscene Demo: Waiting 4 Godot <strong>[NEW for 1.6b]</strong><br><br><h3><a href="https://skele.userecho.com/topic/479597-3-controls/">3. Controls</a><strong><br></strong></h3>3.1 Quick overview of Basic control & CCDIK + Constraint system<br>3.2 IK plane lock<br>3.3 IK limb Constraint [OBSOLETED]<br>3.4 IK pin<br>3.5 Straighten the limb<br>3.6 Multi-Mesh model editing<br>3.7 Slower SceneCam<br>3.8 Focus and orbit around bone<br>3.9 Pivot Mode : Parent <strong>[NEW for 1.6]</strong><br>3.10 Two methods of making camera animation<br>3.11 Multi-Bone Select/Edit <strong>[NEW for 1.7]</strong><br>3.12 Mirror-Edit <strong>[NEW for 1.7]</strong><br><br><h3><a href="https://skele.userecho.com/topic/479598-4-misc/">4. Misc</a><strong><br></strong></h3>4.1 Make Snapshot<br>4.2 Workaround for Humanoid Keyframing Forbiddance<br>4.3 Sharing Skeleton between Multiple Skinned-Meshes<br>4.4 Use PoseManager to Save/Load pose in Disk<br>4.5 Convert Muscle Clip to Legacy/Generic Clip<br>4.6 Make RootMotion<br> 4.6.1 Examples of Applying RootMotion<br>4.7 Dope Sheet Marker<br>4.8 DAE exporter for animation<br> 4.8.1 DAE exporter for non-skinned mesh <strong>[NEW for 1.7b]</strong><br> 4.8.2 Examples of Clips Conversion<br>4.9 Bind Pose Fixer<br>4.10<strong> </strong>Merge animation clips and AnimationCurveProp Editor <strong>[NEW for 1.6]</strong><br>4.11 Animation Mirroring Tool <strong>[NEW for 1.6b]</strong><br>4.12 Directly Change Transform Path of Animation curves<strong>[NEW for 1.6b]</strong><br>4.13 Fix pivot of non-skinned meshes <strong>[NEW for 1.7f]</strong><br><br><br><br><br><br><br/><br/>suggested by: tmpxyztmpxyzhttps://skele.userecho.com/users/2-tmpxyz/topics/tag:skele.userecho.com,2015-09-29:/knowledge-bases/2/articles/58-3-controls/2015-09-29T10:18:31+00:002015-09-29T10:18:31+00:003. Controls [news] <br>1. <a href="https://dl.dropboxusercontent.com/u/1126224/Skele/26/26.html">Quick overview of basic controls</a><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/-EqOA4KPQ_w" width="500"></iframe><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/-KwBimdBxIg" width="500">&lt;span id="selection-marker-1" class="redactor-selection-marker" data-verified="redactor"&gt;&lt;/span&gt;</iframe><br><br>2. IK Plane Lock <br><img style="color: rgb(85, 85, 85); background-color: rgb(255, 255, 255);"><br><br>3. <a href="https://dl.dropboxusercontent.com/u/1126224/Skele/14/14.html">IK Limb Constraints [OBSOLETED]<br></a><iframe frameborder="0" height="281" src="//www.youtube.com/embed/YPRSGB-DytQ" width="500"></iframe><br>4. <a href="https://dl.dropboxusercontent.com/u/1126224/Skele/13/13.html">IK Pin</a><br><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/g8kkXpLNAMA" width="500"></iframe><br><br>5. Straighten the Limb<br><br><img><br><br>6. <a href="https://dl.dropboxusercontent.com/u/1126224/Skele/21/21.html">Multi-Mesh model editing</a><br><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/JKWdqKEXP0k" width="500"></iframe><br><br>7. <a href="https://dl.dropboxusercontent.com/u/1126224/Skele/22/22.html">Slower SceneCam</a><br><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/ZLAcK0ARCqA" width="500"></iframe><br><br>8. <a href="https://dl.dropboxusercontent.com/u/1126224/Skele/23/23.html">Focus and orbit around bone</a><br><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/jqtfaz_Bp7o" width="500"></iframe><br><br>9. <a href="https://www.youtube.com/watch?v=wVI3htelOdo">Pivot Mode : Parent</a><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/wVI3htelOdo" width="500"></iframe><br><br><a href="https://www.youtube.com/watch?v=itgyPC3eNu0">10. Two methods of making camera animation</a><iframe frameborder="0" height="281" src="//www.youtube.com/embed/itgyPC3eNu0" width="500"></iframe><br><br><a href="https://www.youtube.com/watch?v=5Qt7irPzAmw">11. Multi-Bone Select/Edit</a><br><iframe frameborder="0" height="281" src="//www.youtube.com/embed/5Qt7irPzAmw" width="500"></iframe><br><a href="https://www.youtube.com/watch?v=iLtNzjBw00A">12. Mirror-Edit</a><br><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/iLtNzjBw00A" width="500"></iframe><br><br><br/><br/>suggested by: tmpxyztmpxyzhttps://skele.userecho.com/users/2-tmpxyz/topics/tag:skele.userecho.com,2015-09-23:/knowledge-bases/2/articles/40-faq/2015-09-23T08:17:14+00:002015-09-23T08:17:14+00:00F.A.Q. [news] <strong>1. I get compilation errors when import the Skele package, what happened?</strong><br>It's a big chance that there is a name collision in the project.<br>You could check that by import Skele into an empty project and see if the error still persists.<br><br>Please be sure to put your classes in their own namespace, it's a bad practice to put class in global namespace.<br>A few 3rd-party plugins put classes in global namespace too. You could just notify its author, it's a minor modification in most cases.<br>e.g.:<br>(1) "Action", heard many cases about this one, it will collide with .Net library's Action delegate;<br>(2) "Options", not much, but some people had made this classes into global namespace too.<br><br>However, if the errors persist even if in an empty project. Please notify me and I'll fix it as soon as possible.<br><br>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br><br><strong>2. No keyframe is added when I modify the joints, what happened?<br></strong>Please check if you've added Animation/Animator component manually, in most cases, you don't need to add them by yourself.<br><br>The safe & standard method is to have only <strong>ONE </strong>Animation/Animator component per one model, and put it on the <strong>topmost </strong>GameObject (in this case, the "Robot Kyle G" gameObject, Unity should already create one for you when import).<br><br><img src="/s/attachments/14044/1/2/70b8e9491e6868bb0c51ad00c058a517.png"><br><br>AW(AnimationWindow) will make keyframes by tracking the changes on children transforms <strong>UNDER </strong>the gameObject with Animation/Animator component.<br><br>For example, if you added one Animation component on RightArm, it will not be able to track the changes on the LeftArm.<br><br>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br><br><br/><br/>suggested by: tmpxyztmpxyzhttps://skele.userecho.com/users/2-tmpxyz/topics/tag:skele.userecho.com,2015-09-22:/communities/1/topics/19-just-bought/2015-09-22T01:14:46+00:002015-09-22T01:14:46+00:00Just bought [questions] [answered]<br><img src="/s/attachments/14044/1/37/6bfe44caba85e8912b196aef9122d801.png"><br>Just bought the asset. After deleting over 50 errors finally got scene to play.<br>I am running Unity 5.0.2.f1<br>The Skel Red and green boxes are not showing up when I look in the inspector at the Skinned Mesh Render.<br>Help<br><br><br><br><br/><br/> tmpxyz replied:<br/>Taylor Moorehttps://skele.userecho.com/users/37-taylor-moore/topics/tag:skele.userecho.com,2015-09-21:/communities/1/topics/1-i-found-the-mesh-morpher-tool-is-now-on-beta-does-it-mean-it-can-be-used-in-the-character/2015-09-21T03:13:50+00:002015-09-21T03:13:50+00:00I found the Mesh-Morpher tool is now on Beta. Does it mean it can be used in the character customization, like scaling nose size, chin width etc? [questions] [answered]I'd like to add character customization in my game. I wonder if I can make use of your Mesh-Morpher for that purpose and how I can reach that goal using your system?<br/><br/> tmpxyz replied:<br/>zzleggamhttps://skele.userecho.com/users/34-zzleggam/topics/tag:skele.userecho.com,2015-09-18:/communities/1/topics/6-poses-not-loading-or-saving/2015-09-18T23:51:54+00:002015-09-18T23:51:54+00:00Poses not loading or saving [bugs] [fixed]After starting to use version 1.8.2 f4 I can't seem to load or save pose files. (I tried various versions of unity on different computers) When using the pose manager, saving a pose file just creates a 1Kb file and loading a pose file gets a "NullReferenceException: Object reference not set to an instance of an object"-error. Even the included example pose-file doesn't load in the example scenes.<br><br>I had no problems in Unity 4.x using older versions of Skele. (and think it's great, BTW!)<br><br>Thanks.<br/><br/> tmpxyz replied:<br/>Cas Huttenhttps://skele.userecho.com/users/36-cas-hutten/topics/tag:skele.userecho.com,2015-09-17:/communities/1/topics/2-help-with-keyframes-not-appearing-automatically/2015-09-17T05:04:30+00:002015-09-17T05:04:30+00:00Help with keyframes not appearing automatically [questions] [answered]I am trying to follow the video tutorials in the youtube channel, however when I move the character the keyframes do not appear automatically like in the tutorial videos. Am I skipping something? Can I manually insert keyframes(I tried the set "x" key buttons with no luck).<br><br>Video follows below<br>thank you for your time.<br><br><span><a href="https://www.dropbox.com/s/ei6x8oqlt1k1vzt/scrennRec.flv?dl=0">https://www.dropbox.com/s/ei6x8oqlt1k1vzt/scrennRec.flv?dl=0</a></span><br><br/><br/> tmpxyz replied:<br/>Charles Geringerhttps://skele.userecho.com/users/31-charles-geringer/topics/tag:skele.userecho.com,2015-09-16:/communities/1/topics/29-after-humanoid-animation-clip-converted-to-generic-it-went-wrong-by-missing-some-frame/2015-09-16T08:48:35+00:002015-09-16T08:48:35+00:00After Humanoid animation clip converted to Generic, it went wrong by missing some frame [questions] [answered]Humanoid animation clip works well, and after I converted it into Generic, it went wrong..<br>These two pics show how humanoid animation clip worked<br><img src="/s/attachments/14044/1/0/a7ff1074108b37ac7e6f66e094817a59.png"><br><img src="/s/attachments/14044/1/0/db06cdc30a0130a24f0533add92b7b64.png"><br><br>and these two are Generic animation clips<br><img src="/s/attachments/14044/1/0/d01fb31b5deac6e265b9c842744fd921.png"><br><br><img src="/s/attachments/14044/1/0/90584cc8b45eb8d88f9c56755fe71fe3.png"><br>The soldier just keep one action and flow forward ;)<br><br>after converted, many frames lost<br><br><img src="/s/attachments/14044/1/0/43d0cce2f1bc10c836372573a08d452c.png"><br><br><img src="/s/attachments/14044/1/0/34a6693c5c8ebe3375f01fb03f5e5367.png"><br><br>The editor version is 5.1.2. Is that the reason I failed?<br/><br/> tmpxyz replied:<br/>Haiyang Qihttps://skele.userecho.com/users/32-haiyang-qi/topics/tag:skele.userecho.com,2015-09-10:/communities/1/topics/17-import-error-message-about-tilecontent-in-editorwindow/2015-09-10T02:02:41+00:002015-09-10T02:02:41+00:00import error message about tilecontent in editor.window! [bugs] [fixed]Just purchased this asset, when i import it to unity 5.0.1f1, and unity update the content to work with unity 5, i get the following error message: <br><br>Assets/Skele/CharacterAnimationTools/Editor/EUtil.cs(652,15): error CS1061: Type `UnityEditor.EditorWindow' does not contain a definition for `titleContent' and no extension method `titleContent' of type `UnityEditor.EditorWindow' could be found (are you missing a using directive or an assembly reference?)<br><br/><br/> tmpxyz replied:<br/>Chris87https://skele.userecho.com/users/29-chris87/topics/tag:skele.userecho.com,2015-08-20:/communities/1/topics/26-skele-becomes-unresponsive-when-editing-bone-positions/2015-08-20T10:19:08+00:002015-08-20T10:19:08+00:00Skele becomes unresponsive when editing bone positions [bugs] [fixed]Hi,<br><br>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.<br><br>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?<br><br>Thanks!<br><br><br><img src="/s/attachments/14044/1/0/8c082d470c9211498d11d35d269a8e6e.jpg"><br><span><br></span><br/><br/> tmpxyz replied:<br/>DMCHhttps://skele.userecho.com/users/30-dmch/topics/tag:skele.userecho.com,2015-08-08:/communities/1/topics/22-using-animator-or-premade-animation-for-cutscenes/2015-08-08T08:02:48+00:002015-08-08T08:02:48+00:00Using animator or premade animation for cutscenes [questions] [answered]Hey, <br><br>So I've been making good progress using Skele for my little takedown animations. It's working great. <br><br>However I was wondering if there was a way to use existing premade animations, from FBX retargetable clips, with the Cutscene component. It would be really helpful since I'd like to bring in some animations we already have and use them in cutscenes, but it seems like the current system is set up to use the legacy animation system for everthing. <br><br>Is this somehow possible at the moment? I don't mind adding the events using the Animation window, but I'd like the actual animations to come from an animation package, and be retargetable. <br><br>Thanks,<br>Rico<br/><br/> tmpxyz replied:<br/>David Ricohttps://skele.userecho.com/users/16-david-rico/topics/tag:skele.userecho.com,2015-08-08:/communities/1/topics/33-cant-animate-my-character-properly/2015-08-08T08:02:25+00:002015-08-08T08:02:25+00:00Can't animate my character properly [questions] [answered]Hi,<br><br>I sent an email but didn't hear back so decided to follow up on here.<br><br>I purchased your product and also purchased this asset:<br><br><a href="https://www.assetstore.unity3d.com/en/#!/content/4624">https://www.assetstore.<wbr></wbr>unity3d.com/en/#!/content/4624</a><br><br>I have been trying to animate this character using your tool by following your tutorial video:<br><a href="https://www.youtube.com/watch?v=G-PRHBXFTDc">https://www.youtube.com/watch?<wbr></wbr>v=G-PRHBXFTDc</a><br><br>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.<br><br>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...)<br><br>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.<br><br>Please let me know your thoughts.<br><br>Regards,<br><br>Juan David<br><br/><br/> tmpxyz replied:<br/>Juan Valderramahttps://skele.userecho.com/users/21-juan-valderrama/topics/tag:skele.userecho.com,2015-07-15:/communities/1/topics/7-my-last-question-before-buy-the-addon-is-fully-compatible-with-untiu-511p2/2015-07-15T15:46:31+00:002015-07-15T15:46:31+00:00My last question before buy, the addon is fully compatible with Untiu 5.1.1p2 ? [questions] [answered]<span>My last question before buy, the addon is fully compatible with Untiu 5.1.1p2 ?</span><br/><br/> tmpxyz replied:<br/>Cristian Magadanhttps://skele.userecho.com/users/25-cristian-magadan/topics/tag:skele.userecho.com,2015-07-13:/communities/1/topics/24-skele-to-create-facial-blendshapes/2015-07-13T08:14:04+00:002015-07-13T08:14:04+00:00Skele to create Facial Blendshapes [questions] [answered]<span>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 ?</span> You work is awesome ! nice tool to solve problems, congrats.<br/><br/> tmpxyz replied:<br/>Cristian Magadanhttps://skele.userecho.com/users/25-cristian-magadan/topics/tag:skele.userecho.com,2015-07-13:/communities/1/topics/30-problem-to-add-new-add-new-ccroot-in-cutscene-editor/2015-07-13T08:12:08+00:002015-07-13T08:12:08+00:00Problem to Add new add new CCRoot in Cutscene Editor [ideas] [completed]try to add a new CCRoot in CCEditor, error message in cosole window<br><br><span>" RCall.GetField: failed to get "UnityEditorInternal.AnimationWindowState.m_RootGameObject"</span><br><br>Pls help me how to fix it . Thank you!<br><br><br><img src="/s/attachments/14044/1/24/1dbf2b43169d8916c75de2c39ad102c7.jpg"><br><br><br><br><br/><br/> tmpxyz replied:<br/>fishandchipshttps://skele.userecho.com/users/24-fishandchips/topics/tag:skele.userecho.com,2015-05-10:/communities/1/topics/23-finishing-move-animation-humanoid-issues/2015-05-10T08:05:50+00:002015-05-10T08:05:50+00:00Finishing move animation humanoid issues [questions] [answered]Hey Tmpxyz, <br><br>This is a followup based on the following question:<br><span><a href="http://skele.userecho.com/topic/620849-finishing-move-animation-questionsinfo/">http://skele.userecho.com/topic/620849-finishing-move-animation-questionsinfo/</a></span><br><br>So I think I have it all mostly figured out. However I'm running into a bit of a problem. <br><br>If I use a Generic animator avatar, the process works fine and all is as expected in the documentation and example scene. The results are great.<br><br>However, most of my characters are Humanoid and I'm experiencing some issues due to that. <br><br>It appears that for the most part, the finishing move works as planned. However, with Humanoid animators the hands for some reason (and maybe a few other parts?) refuse to animate as per the .anim cutscene dictates. More specifically, the wrists, in my case. I did a series of tests and it appears the issue is directly linked to my model being humanoid, and the CC component using generic animations.<br><br>I know you have some documentation related to converting clips back and forth for humanoid/generic, but I don't believe there is anything regarding the CCEditor in particular, since it uses only .anim files rather than .dae as suggested for humanoid clips <br><br>Is this a known issue? Anything I can do to get around this? The CC system being generic only would really kill its usability for me and I suspect a lot of other people, since mecanim humanoid animation retargeting is necessary for my project.<br><br/><br/> tmpxyz replied:<br/>David Ricohttps://skele.userecho.com/users/16-david-rico/topics/tag:skele.userecho.com,2015-04-29:/communities/1/topics/9-finishing-move-animation-questionsinfo/2015-04-29T15:37:02+00:002015-04-29T15:37:02+00:00Finishing Move animation questions/info [questions] [answered]I was wondering if you could maybe provide some insights on this. <br><br>I have a fairly involved project which is pretty complex. I was thinking of using Skele to create finishing move animations with which the player can kill an enemy. These animations need to be dynamic and cannot be baked into the scene, since I spawn enemies in, rather than have them always be present in the scene. <br><br>So they're not really a QTE, or a cinematic, just an animation where two actors (AI and player) interact with one another in a way that looks good. <br><br>Do you have any resources/videos I could use to help me on my way?<br><br>Thanks,<br>Rico<br><br/><br/> tmpxyz replied:<br/>This question is followed in the new question:<br><span><a href="http://skele.userecho.com/topic/724431-finishing-move-animation-humanoid-issues/">http://skele.userecho.com/topic/724431-finishing-move-animation-humanoid-issues/</a></span><a href="http://skele.userecho.com/topic/724431-finishing-move-animation-humanoid-issues/"></a><br>David Ricohttps://skele.userecho.com/users/16-david-rico/topics/tag:skele.userecho.com,2015-04-13:/communities/1/topics/5-adding-an-audio-clip-as-an-event-in-the-animation-window/2015-04-13T02:00:22+00:002015-04-13T02:00:22+00:00adding an audio clip as an event in the animation window [questions] [answered]Is this possible? I'd like to add an audio clip at a certain part of an animation.<br/><br/> tmpxyz replied:<br/>Bob Klassenhttps://skele.userecho.com/users/17-bob-klassen/topics/