I downloaded the asset LocomotionSystem free from the store, which seems really cool to me, I leave link in case someone wants to download it since it is the best thing I have seen.
But I’m having problems to include other animations that are not the default ones in the “LegController” script. I have followed the documentation but it does not clarify how to solve the problem that occurs to me.
The problem is the following one: When you initialize the analysis of the animations after having added some different to those that it brings by defect, they appear several errors by console like these:
“AnimationClip “HumanoidWalk” is missing animation curve for the position of the root bone “Reference”. UnityEngine.Debug:LogError(Object) LocomotionEditorClass:SanityCheckAnimationCurves(LegController, AnimationClip) (at Assets/Locomotion System Files/Locomotion System/Editor/LocomotionEditorClass.cs:487) LocomotionEditorClass:OnInspectorGUI() (at Assets/Locomotion System Files/Locomotion System/Editor/LocomotionEditorClass.cs:62)”
“AnimationClip “HumanoidWalk” is missing animation curve for the rotation of the joint “LeftUpLeg” in leg 0. UnityEngine.Debug:LogError(Object) LocomotionEditorClass:SanityCheckAnimationCurves(LegController, AnimationClip) (at Assets/Locomotion System Files/Locomotion System/Editor/LocomotionEditorClass.cs:497) LocomotionEditorClass:OnInspectorGUI() (at Assets/Locomotion System Files/Locomotion System/Editor/LocomotionEditorClass.cs:62)”
As they were animations for “humanoid”, the first thing I thought was to change them to legacy, but it does not solve the problem. It seems that the system of analysis does not like when the character’s hierarchy of bones do not have the same name as their homonyms in the animation clip.
How can this be solved? because this limits the use of own animations or other assets since the names of the bones in the animation clip rarely coincide with the names of the character’s bone hierarchies.
What am I missing?
Another question I would like to know is if someone can tell me if know in which part of the code I can get the position (Vector3) and rotation (Quaternion) where each foot of each frame should be.
I imagine that it can be obtained from the script “LegAnimator”, but I can not find it nor am I sure it is there.
Any help will be welcome. Thanks in advance, greetings
The system requires legacy animations. In the legacy animation system, animation curves are matched up to bones via their names, so they have to have matching names.
Before you can use the Locomotion System, you need to ensure the animations work correctly on your character when imported as legacy animations. If they don’t work in the first place, they won’t work with the Locomotion System either.
If the animations are authored for humanoid Mecanim characters, they probably have to be remade for non-humanoid animation in order to work.
Hi @runevision !!!
Thank you very much for your quick reply.
Can you answer the other part of the question I presented to you?
On the other hand I have another question … and I’m really interested in your Locomotion system because it seems incredible and the best I’ve seen in this section.
Do you think something similar can be done that works with Mecanim? What is the biggest problem that you see to get it? In general terms, I mean, I do not ask you to waste your time in an excessively detailed explanation.
I’m not sure if you mean the stored data about this, or the final calculated result after IK? In any case, I’m afraid I can’t remember the details of where it’s stored and calculated right now. Best bet is to look through the source code…
Probably. There was a time where Mecanim didn’t support controlling the weights and normalized time of each individual clip as the Locomotion Systems needs. I think that was fixed later, but I haven’t looked into the details.
There is also the wider question of to what degree such a system should just respect the blending and synching from Mecanim instead of trying to control that itself. The 2D blend nodes in Mecanim already encapsulates a part of the functionality from the Locomotion System.
Then there’s the potential issue that the Locomotion System was made for in-place animations while Mecanim supports root motion animations. Not sure how that will affects things.
In general there’s just a whole lot of differences in the basic approach and functionality between Mecanim and the legacy system so I’m not sure what issues one might run into.
Thanks for the reply @runevision . I will continue investigating. So it is very possible that I will ask you any further questions.
Thank you very much again and hopefully you decide to approach a tool similar to this one but that works with Mecanim, even if it is paid. As I said, I think it’s the best system I’ve seen and it gives a boost of realism and quality to animations that do not currently exist in the triple AAA industry.